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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using FluffyUnderware.Curvy;
using FluffyUnderware.Curvy.Controllers;
[System.Serializable]
public class ConveyorObject
{
public GameObject obj;
public float tf;
public Vector3 offset;
}
public class ConveyorBeltMachine : BaseFactoryMachine
{
public CurvySpline spline;
public float speed = 1.0f;
public List<ConveyorObject> conveyorObjects = new List<ConveyorObject>();
public bool snapToMiddle;
void FixedUpdate()
{
if (spline) {
if (isOn) {
for (int i = 0; i < conveyorObjects.Count; i++) {
// Find the position on the line using the time frame.
Vector3 positionOnLine = spline.Interpolate (conveyorObjects[i].tf);
// Find the perpendicular direction from the line tangent. This is a vector at a right angle
// to the direction of line travel.
Vector3 perpendicularDirection = -Vector3.Cross (spline.GetTangentFast(conveyorObjects[i].tf), Vector3.up);
// float dot = -Vector3.Dot (conveyorObjects[i].offset, perpendicularDirection);
// Debug.Log (dot);
// if (dot < 0) {
// perpendicularDirection = -perpendicularDirection;
// }
Vector3 newPosition;
if (snapToMiddle) {
newPosition = positionOnLine;
} else {
// The new position is the position on the line, and the right angle direction. We also add the original
// offset magnitude so the item stays the same distance from the center as it travels.
newPosition = positionOnLine + perpendicularDirection * conveyorObjects [i].offset.magnitude;
}
Debug.DrawLine (spline.transform.TransformPoint (positionOnLine), spline.transform.TransformPoint (newPosition));
// We need to re-add the original Y position to the calculate position, so the item still remains
// on top of the conveyor belt.
Vector3 boxY = new Vector3 (0, conveyorObjects [i].offset.y, 0);
// Move the rigid body to the newly calculated position.
Rigidbody rigidbody = conveyorObjects[i].obj.GetComponent<Rigidbody> ();
rigidbody.MovePosition (spline.transform.TransformPoint(newPosition) + boxY);
// Increase the timeframe for the object.
conveyorObjects[i].tf += conveyorObjects[i].tf * Time.fixedDeltaTime * speed;
}
}
}
}
void OnCollisionExit(Collision collision)
{
for (int i = 0; i < conveyorObjects.Count; i++) {
if (collision.gameObject == conveyorObjects[i].obj) {
conveyorObjects.Remove (conveyorObjects [i]);
return;
}
}
}
void OnCollisionEnter(Collision collision)
{
Rigidbody rigidbody = collision.gameObject.GetComponent<Rigidbody> ();
if (rigidbody) {
// get nearest TF(Time Frame) and point on spline
Vector3 objectLocalPosition = spline.transform.InverseTransformPoint(collision.transform.position);
float startTimeFrame = spline.GetNearestPointTF(objectLocalPosition);
Vector3 positionAtTime = spline.Interpolate (startTimeFrame);
Vector3 offsetPosition = objectLocalPosition - positionAtTime;
ConveyorObject co = new ConveyorObject ();
co.obj = collision.gameObject;
co.tf = startTimeFrame;
co.offset = offsetPosition;
conveyorObjects.Add (co);
}
}
}
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