Files
ID/Assets/Code/Lab5/Projectile.cs
T
2026-02-17 17:59:42 +03:00

153 lines
4.8 KiB
C#

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);
}
}
}