From 1b564e47e94e5fba0ef3d0e366a57e94e5a089cf Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C5=A1a=20Ceviel?= Date: Tue, 17 Feb 2026 17:59:42 +0300 Subject: [PATCH] lab5 --- Assets/Code/Lab5.meta | 3 + Assets/Code/Lab5/Projectile.cs | 153 ++ Assets/Code/Lab5/Projectile.cs.meta | 3 + Assets/Code/Lab5/ProjectileLauncher.cs | 158 +++ Assets/Code/Lab5/ProjectileLauncher.cs.meta | 3 + Assets/Code/UI/Lab5Controller.cs | 29 + Assets/Code/UI/Lab5Controller.cs.meta | 3 + Assets/Resources/Prefabs.meta | 8 + Assets/Resources/Prefabs/Circle.prefab | 217 +++ Assets/Resources/Prefabs/Circle.prefab.meta | 7 + Assets/Resources/Prefabs/Projectile.prefab | 127 ++ .../Resources/Prefabs/Projectile.prefab.meta | 7 + Assets/Resources/Scenes/Lab5.unity | 1261 +++++++++++++++++ Assets/Resources/Scenes/Lab5.unity.meta | 7 + ProjectSettings/EditorBuildSettings.asset | 3 + ProjectSettings/ProjectSettings.asset | 2 +- 16 files changed, 1990 insertions(+), 1 deletion(-) create mode 100644 Assets/Code/Lab5.meta create mode 100644 Assets/Code/Lab5/Projectile.cs create mode 100644 Assets/Code/Lab5/Projectile.cs.meta create mode 100644 Assets/Code/Lab5/ProjectileLauncher.cs create mode 100644 Assets/Code/Lab5/ProjectileLauncher.cs.meta create mode 100644 Assets/Code/UI/Lab5Controller.cs create mode 100644 Assets/Code/UI/Lab5Controller.cs.meta create mode 100644 Assets/Resources/Prefabs.meta create mode 100644 Assets/Resources/Prefabs/Circle.prefab create mode 100644 Assets/Resources/Prefabs/Circle.prefab.meta create mode 100644 Assets/Resources/Prefabs/Projectile.prefab create mode 100644 Assets/Resources/Prefabs/Projectile.prefab.meta create mode 100644 Assets/Resources/Scenes/Lab5.unity create mode 100644 Assets/Resources/Scenes/Lab5.unity.meta diff --git a/Assets/Code/Lab5.meta b/Assets/Code/Lab5.meta new file mode 100644 index 0000000..4514e11 --- /dev/null +++ b/Assets/Code/Lab5.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 825bb6aa223240bebf6ca69775065adf +timeCreated: 1771338957 \ No newline at end of file diff --git a/Assets/Code/Lab5/Projectile.cs b/Assets/Code/Lab5/Projectile.cs new file mode 100644 index 0000000..a15f377 --- /dev/null +++ b/Assets/Code/Lab5/Projectile.cs @@ -0,0 +1,153 @@ +using UnityEngine; + +namespace Code.Lab5 +{ + public class Projectile : MonoBehaviour + { + private bool _set; + private Vector3 _firePos; + private Vector3 _direction; + private float _speed; + private float _timeElapsed; + + private void Update() + { + if (!_set) + return; + + _timeElapsed += Time.deltaTime; + + transform.position = _firePos + _direction * (_speed * _timeElapsed); + transform.position += Physics.gravity * (_timeElapsed * _timeElapsed) / 2.0f; + + if (transform.position.y < -1.0f) + { + Destroy(gameObject); + } + } + + public void Set(Vector3 firePos, Vector3 direction, float speed) + { + _firePos = firePos; + _direction = direction.normalized; + _speed = speed; + transform.position = firePos; + _set = true; + _timeElapsed = 0f; + } + + private float GetLandingTime(float height = 0.0f) + { + var position = transform.position; + + var valueInt = _direction.y * _direction.y * (_speed * _speed); + valueInt -= Physics.gravity.y * 2 * (position.y - height); + + if (valueInt < 0) + return -1.0f; + + valueInt = Mathf.Sqrt(valueInt); + + var valueAdd = -_direction.y * _speed; + var valueSub = -_direction.y * _speed; + + valueAdd = (valueAdd + valueInt) / Physics.gravity.y; + valueSub = (valueSub - valueInt) / Physics.gravity.y; + + if (float.IsNaN(valueAdd) && !float.IsNaN(valueSub)) + return valueSub; + if (!float.IsNaN(valueAdd) && float.IsNaN(valueSub)) + return valueAdd; + if (float.IsNaN(valueAdd) && float.IsNaN(valueSub)) + return -1.0f; + + var time = Mathf.Max(valueAdd, valueSub); + return time; + } + + public Vector3 GetLandingPos(float height = 0.0f) + { + var landingPos = Vector3.zero; + var time = GetLandingTime(height); + + if (time < 0.0f) + return landingPos; + + landingPos.y = height; + landingPos.x = _firePos.x + _direction.x * _speed * time; + landingPos.z = _firePos.z + _direction.z * _speed * time; + + return landingPos; + } + + public static Vector3 GetFireDirection(Vector3 startPos, Vector3 endPos, float speed, bool useHighTrajectory = false) + { + var direction = Vector3.zero; + var delta = endPos - startPos; + + var a = Vector3.Dot(Physics.gravity, Physics.gravity); + var b = -4 * (Vector3.Dot(Physics.gravity, delta) + speed * speed); + var c = 4 * Vector3.Dot(delta, delta); + + var discriminant = b * b - 4 * a * c; + if (discriminant < 0) + return direction; + + var sqrtDiscriminant = Mathf.Sqrt(discriminant); + + var time0 = Mathf.Sqrt((-b + sqrtDiscriminant) / (2 * a)); + var time1 = Mathf.Sqrt((-b - sqrtDiscriminant) / (2 * a)); + + float time; + + switch (time0) + { + case < 0.0f when time1 < 0.0f: + return direction; + case < 0.0f: + time = time1; + break; + default: + { + if (time1 < 0.0f) + time = time0; + else + { + time = useHighTrajectory ? Mathf.Max(time0, time1) : Mathf.Min(time0, time1); + } + + break; + } + } + + direction = 2 * delta - Physics.gravity * (time * time); + direction /= 2 * speed * time; + + return direction.normalized; + } + + public static bool IsTargetReachable(Vector3 startPos, Vector3 endPos, float speed) + { + var delta = endPos - startPos; + + var a = Vector3.Dot(Physics.gravity, Physics.gravity); + var b = -4 * (Vector3.Dot(Physics.gravity, delta) + speed * speed); + var c = 4 * Vector3.Dot(delta, delta); + + return b * b - 4 * a * c >= 0; + } + + public static float GetMinimumSpeed(Vector3 startPos, Vector3 endPos) + { + var delta = endPos - startPos; + + var gravityMagnitude = Physics.gravity.magnitude; + var deltaMagnitude = delta.magnitude; + var deltaY = delta.y; + + var minSpeedSqr = gravityMagnitude * (deltaY + Mathf.Sqrt(deltaY * deltaY + deltaMagnitude * deltaMagnitude)); + + return Mathf.Sqrt(minSpeedSqr); + } + } +} \ No newline at end of file diff --git a/Assets/Code/Lab5/Projectile.cs.meta b/Assets/Code/Lab5/Projectile.cs.meta new file mode 100644 index 0000000..6facbb3 --- /dev/null +++ b/Assets/Code/Lab5/Projectile.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 061a9f303af54c5c976f1aeaa6581a23 +timeCreated: 1771338965 \ No newline at end of file diff --git a/Assets/Code/Lab5/ProjectileLauncher.cs b/Assets/Code/Lab5/ProjectileLauncher.cs new file mode 100644 index 0000000..35e69d6 --- /dev/null +++ b/Assets/Code/Lab5/ProjectileLauncher.cs @@ -0,0 +1,158 @@ +using UnityEngine; + +namespace Code.Lab5 +{ + public class ProjectileLauncher : MonoBehaviour + { + public GameObject projectilePrefab; + public Transform target; + public float launchSpeed = 20f; + public bool useHighTrajectory; + + public float randomRadius = 10f; + public Vector2 centerOffset = Vector2.zero; + public GameObject targetCirclePrefab; + public bool showTargetCircle = true; + public float circleLifetime = 2f; + + private void Start() + { + if (target == null) + { + CreateNewRandomTarget(); + } + } + + private void Update() + { + if (Input.GetKeyDown(KeyCode.Space)) + { + LaunchProjectile(); + } + + if (Input.GetKeyDown(KeyCode.R)) + { + CreateNewRandomTarget(); + } + } + + private void CreateNewRandomTarget() + { + var center = new Vector3( + transform.position.x + centerOffset.x, + 0.1f, + transform.position.z + centerOffset.y + ); + + var randomCircle = Random.insideUnitCircle * randomRadius; + + var randomPosition = new Vector3( + center.x + randomCircle.x, + 0.1f, + center.z + randomCircle.y + ); + + if (target) + { + target.position = randomPosition; + } + else + { + var newTarget = new GameObject("RandomTarget") + { + transform = + { + position = randomPosition + } + }; + target = newTarget.transform; + } + + if (showTargetCircle && targetCirclePrefab) + { + SpawnTargetCircle(randomPosition); + } + } + + private void SpawnTargetCircle(Vector3 position) + { + var circle = Instantiate(targetCirclePrefab, position, Quaternion.identity); + var circlePos = circle.transform.position; + circlePos.y = 0.05f; + circle.transform.position = circlePos; + + if (circleLifetime > 0) + { + Destroy(circle, circleLifetime); + } + } + + private void LaunchProjectile() + { + if (!target) return; + + var direction = Projectile.GetFireDirection( + transform.position, + target.position, + launchSpeed, + useHighTrajectory + ); + + if (direction == Vector3.zero) return; + + var projObj = Instantiate(projectilePrefab, transform.position, Quaternion.identity); + var projectile = projObj.GetComponent(); + projectile.Set(transform.position, direction, launchSpeed); + + CreateNewRandomTarget(); + } + + public void SetTargetAtPosition(Vector3 position) + { + var targetPos = position; + targetPos.y = 0.1f; + + if (target != null) + { + target.position = targetPos; + } + else + { + var newTarget = new GameObject("ManualTarget") + { + transform = + { + position = targetPos + } + }; + target = newTarget.transform; + } + + if (showTargetCircle && targetCirclePrefab != null) + { + SpawnTargetCircle(targetPos); + } + } + + private void OnDrawGizmosSelected() + { + Gizmos.color = new Color(1f, 0f, 0f, 0.2f); + var center = new Vector3( + transform.position.x + centerOffset.x, + 0.1f, + transform.position.z + centerOffset.y + ); + Gizmos.DrawWireSphere(center, randomRadius); + + if (target != null) + { + var reachable = Projectile.IsTargetReachable(transform.position, target.position, launchSpeed); + Gizmos.color = reachable ? Color.green : Color.red; + Gizmos.DrawLine(transform.position, target.position); + + Gizmos.color = Color.yellow; + Gizmos.DrawSphere(target.position, 0.2f); + } + } + } +} \ No newline at end of file diff --git a/Assets/Code/Lab5/ProjectileLauncher.cs.meta b/Assets/Code/Lab5/ProjectileLauncher.cs.meta new file mode 100644 index 0000000..756ffc5 --- /dev/null +++ b/Assets/Code/Lab5/ProjectileLauncher.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b27a3f528aa34fda91c0941bcdecaa7b +timeCreated: 1771338982 \ No newline at end of file diff --git a/Assets/Code/UI/Lab5Controller.cs b/Assets/Code/UI/Lab5Controller.cs new file mode 100644 index 0000000..af94a87 --- /dev/null +++ b/Assets/Code/UI/Lab5Controller.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +namespace Code.UI +{ + public class Lab5Controller : MonoBehaviour + { + [SerializeField] private Button toMenuButton; + [SerializeField] private Button resetButton; + + private 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