我从1.1版本又增加了,黑球和白球进袋的重置功能,作为1.2版本。
今天发下1.2版本吧,链接:http://pan.baidu.com/s/1dFwPYhV 密码:7iiq
由于添加功能的各种调整,功能的分类不是特别的清晰,而且由于本人时间有限,可能会存在一些bug,欢迎大家指出。
后续我会简单的说明和注释一下这个工程,如果觉得有点乱也许会进行微调,
1.2版本增加了
public bool resetBlackBall;
public bool resetWhiteBall;
public GameObject blackBallResetPosition;
public GameObject blackBall;
private const float ballCheckDiameter = 0.12f;
private const float stepOffset = 0.1f;
private const float maxStepPosOffset = 1.2f;
GameObject[] numberBalls;
public GameObject whiteBallResetPosition;
public GameObject whiteBall;
public void ReSetBlackBall()
{
resetBlackBall = false;
if (blackBall.activeSelf == false)
blackBall.SetActive (true);
Vector3 tmpBlackBallResetPos = blackBallResetPosition.transform.position;
int maxStep = (int)(maxStepPosOffset / stepOffset);
bool ifHaveThePoint = false;
for (int j = 0; j < 2; j++) {
for (int i = 0; i <= maxStep; i++) {
tmpBlackBallResetPos = blackBallResetPosition.transform.position + new Vector3 (0, 0, i * stepOffset) + new Vector3 (0, j * stepOffset, 0);
if (CheckOneBallInBlankPosition (tmpBlackBallResetPos, blackBall.name)) {
ifHaveThePoint = true;
break;
}
tmpBlackBallResetPos = blackBallResetPosition.transform.position - new Vector3 (0, 0, i * stepOffset) + new Vector3 (0, j * stepOffset, 0);
if (CheckOneBallInBlankPosition (tmpBlackBallResetPos, blackBall.name)) {
ifHaveThePoint = true;
break;
}
}
if (ifHaveThePoint == true)
break;
}
blackBall.transform.position = tmpBlackBallResetPos;
if (blackBall.GetComponent<Rigidbody> () != null) {
blackBall.GetComponent<Rigidbody> ().velocity = Vector3.zero;
blackBall.GetComponent<Rigidbody> ().angularVelocity = Vector3.zero;
}
}
//检查叫某个名字的球,是否能放在ballPosition,就是循环计算ballPosition和1-15号球以及白球的距离大于球的直径,有,为了通用添加第二个参数string ballName,自己不会计算和自己的距离
private bool CheckOneBallInBlankPosition(Vector3 ballPosition,string ballName) {
for (int i = 0; i < 15; i++) {
if (ballName == numberBalls [i].name)
continue;
if (numberBalls [i].activeSelf == true) {
float ballDistance = (numberBalls [i].transform.position - ballPosition).magnitude;
if (ballDistance < ballCheckDiameter) {
return false;
}
}
}
if (whiteBall.activeSelf == true && ballName != whiteBall.name) {
float ballDistance = (whiteBall.transform.position - ballPosition).magnitude;
if (ballDistance < ballCheckDiameter) {
return false;
}
}
return true;
}
就是在如果白球或黑球犯规落袋,在所有还存在的球(我会把落袋球SetActive(false))都静止后,把白球放在发球线上,黑球放在底边。如果球位被占,向两边移动一个stepOffset的距离尝试,直到找到能放下位置,每条线上大约能放21个球,考虑到极端情况(每两个球的中间距离恰好不到直径),给两排位置应该足够了