lab5
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using UnityEngine;
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namespace Code.Lab5
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{
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public class Projectile : MonoBehaviour
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{
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private bool _set;
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private Vector3 _firePos;
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private Vector3 _direction;
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private float _speed;
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private float _timeElapsed;
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private void Update()
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{
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if (!_set)
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return;
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_timeElapsed += Time.deltaTime;
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transform.position = _firePos + _direction * (_speed * _timeElapsed);
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transform.position += Physics.gravity * (_timeElapsed * _timeElapsed) / 2.0f;
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if (transform.position.y < -1.0f)
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{
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Destroy(gameObject);
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}
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}
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public void Set(Vector3 firePos, Vector3 direction, float speed)
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{
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_firePos = firePos;
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_direction = direction.normalized;
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_speed = speed;
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transform.position = firePos;
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_set = true;
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_timeElapsed = 0f;
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}
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private float GetLandingTime(float height = 0.0f)
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{
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var position = transform.position;
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var valueInt = _direction.y * _direction.y * (_speed * _speed);
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valueInt -= Physics.gravity.y * 2 * (position.y - height);
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if (valueInt < 0)
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return -1.0f;
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valueInt = Mathf.Sqrt(valueInt);
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var valueAdd = -_direction.y * _speed;
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var valueSub = -_direction.y * _speed;
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valueAdd = (valueAdd + valueInt) / Physics.gravity.y;
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valueSub = (valueSub - valueInt) / Physics.gravity.y;
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if (float.IsNaN(valueAdd) && !float.IsNaN(valueSub))
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return valueSub;
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if (!float.IsNaN(valueAdd) && float.IsNaN(valueSub))
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return valueAdd;
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if (float.IsNaN(valueAdd) && float.IsNaN(valueSub))
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return -1.0f;
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var time = Mathf.Max(valueAdd, valueSub);
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return time;
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}
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public Vector3 GetLandingPos(float height = 0.0f)
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{
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var landingPos = Vector3.zero;
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var time = GetLandingTime(height);
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if (time < 0.0f)
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return landingPos;
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landingPos.y = height;
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landingPos.x = _firePos.x + _direction.x * _speed * time;
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landingPos.z = _firePos.z + _direction.z * _speed * time;
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return landingPos;
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}
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public static Vector3 GetFireDirection(Vector3 startPos, Vector3 endPos, float speed, bool useHighTrajectory = false)
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{
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var direction = Vector3.zero;
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var delta = endPos - startPos;
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var a = Vector3.Dot(Physics.gravity, Physics.gravity);
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var b = -4 * (Vector3.Dot(Physics.gravity, delta) + speed * speed);
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var c = 4 * Vector3.Dot(delta, delta);
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var discriminant = b * b - 4 * a * c;
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if (discriminant < 0)
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return direction;
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var sqrtDiscriminant = Mathf.Sqrt(discriminant);
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var time0 = Mathf.Sqrt((-b + sqrtDiscriminant) / (2 * a));
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var time1 = Mathf.Sqrt((-b - sqrtDiscriminant) / (2 * a));
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float time;
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switch (time0)
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{
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case < 0.0f when time1 < 0.0f:
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return direction;
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case < 0.0f:
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time = time1;
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break;
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default:
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{
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if (time1 < 0.0f)
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time = time0;
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else
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{
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time = useHighTrajectory ? Mathf.Max(time0, time1) : Mathf.Min(time0, time1);
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}
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break;
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}
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}
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direction = 2 * delta - Physics.gravity * (time * time);
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direction /= 2 * speed * time;
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return direction.normalized;
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}
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public static bool IsTargetReachable(Vector3 startPos, Vector3 endPos, float speed)
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{
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var delta = endPos - startPos;
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var a = Vector3.Dot(Physics.gravity, Physics.gravity);
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var b = -4 * (Vector3.Dot(Physics.gravity, delta) + speed * speed);
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var c = 4 * Vector3.Dot(delta, delta);
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return b * b - 4 * a * c >= 0;
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}
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public static float GetMinimumSpeed(Vector3 startPos, Vector3 endPos)
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{
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var delta = endPos - startPos;
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var gravityMagnitude = Physics.gravity.magnitude;
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var deltaMagnitude = delta.magnitude;
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var deltaY = delta.y;
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var minSpeedSqr = gravityMagnitude * (deltaY + Mathf.Sqrt(deltaY * deltaY + deltaMagnitude * deltaMagnitude));
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return Mathf.Sqrt(minSpeedSqr);
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}
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}
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}
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