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- void DistAB()
- {
- //the X, Y coordinates of the points that the lines intersect with
- var PtAx = GameObject.Find("A").transform.position.x;
- var PtAy = GameObject.Find("A").transform.position.z;
- var PtBx = GameObject.Find("B").transform.position.x;
- var PtBy = GameObject.Find("B").transform.position.z;
- var PtCx = GameObject.Find("C").transform.position.x;
- var PtCy = GameObject.Find("C").transform.position.z;
- var PtDx = GameObject.Find("D").transform.position.x;
- var PtDy = GameObject.Find("D").transform.position.z;
- var PtEx = GameObject.Find("E").transform.position.x;
- var PtEy = GameObject.Find("E").transform.position.z;
- var PtFx = GameObject.Find("F").transform.position.x;
- var PtFy = GameObject.Find("F").transform.position.z;
- var PtGx = GameObject.Find("G").transform.position.x;
- var PtGy = GameObject.Find("G").transform.position.z;
- //TrialManager.lastposition = player position (either their X or Y coordinate, as needed)
- var lineAB = (Mathf.Abs((PtBy - PtAy) * (TrialManager.lastPosition.x)) - ((PtBx - PtAx) * (TrialManager.lastPosition.z)) + ((PtBx * PtAy) - (PtBy * PtAx))) /
- (Mathf.Sqrt((Mathf.Pow((PtBy - PtAy), 2)) + (Mathf.Pow((PtBx - PtAx), 2))));
- var lineBC = (Mathf.Abs((PtCy - PtBy) * (TrialManager.lastPosition.x)) - ((PtCx - PtBx) * (TrialManager.lastPosition.z)) + ((PtCx * PtBy) - (PtCy * PtBx))) /
- (Mathf.Sqrt((Mathf.Pow((PtCy - PtBy), 2)) + (Mathf.Pow((PtCx - PtBx), 2))));
- //find and return smallest distance from 'route' segments
- var myMin = Mathf.Min(lineAB, lineBC);
- Debug.Log(myMin);
- }
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