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Unity 2021 Cookbook - Fourth Edition

You're reading from  Unity 2021 Cookbook - Fourth Edition

Product type Book
Published in Sep 2021
Publisher Packt
ISBN-13 9781839217616
Pages 816 pages
Edition 4th Edition
Languages
Author (1):
Shaun Ferns Shaun Ferns
Profile icon Shaun Ferns
Toc

Table of Contents (15) Chapters close

1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Creating 3D Objects, Terrains, Textures, and Materials 6. 2D Animation and Physics 7. Characters, Game Kits, and Starter Assets 8. Web Server Communication and Online Version Control 9. Controlling and Choosing Positions 10. Navigation Meshes and Agents 11. Cameras and Rendering Pipelines 12. Shader Graphs and Video Players 13. Advanced Topics - Gizmos, Automated Testing, and More 14. Particle Systems and Other Visual Effects 15. Virtual and Augmented Reality (VR/AR)

The CalculateBlipPosition(...) method

First, we calculate angleToTarget, which is the angle from (0, 0, 0) to our normalized target position.

Next, we calculate anglePlayer, which is the angle the player's character is facing. This recipe makes use of the yaw angle of the rotation, which is the rotation about the Y-axis; that is, the direction that a character controller is facing. This can be found in the Y component of a GameObject's eulerAngles component of its transform. You can imagine looking from above and down at the character controller and seeing what direction they are facing  this is what we are trying to display graphically with the radar.

Our desired radar angle (the angleRadarDegrees variable) is calculated by subtracting the player's direction angle from the angle between the target and player, since a radar displays the relative angle from the direction that the player is facing to the target object. In mathematics, an angle of zero indicates an east direction. To correct this, we need to also subtract 90 degrees from the angle.

The angle is then converted into radians since this is required for these Unity trigonometry methods. We then multiply the Sin() and Cos() results by our normalized distances to calculate the X and Y values, respectively (see the following diagram):

Figure 2.37 – Calculation for the blip method
In the preceding diagram, alpha is the angle between the player and target object, "a" is the adjacent side, "h" is the hypotenuse, and "o" is the side opposite the angle.

Our final position values need to be expressed as pixel lengths, relative to the center of the radar. So, we multiply our blipX and blipY values by half the width and the height of the radar; note that we only multiply with half the width since these values are relative to the center of the radar. We then add half the width and the height of the radar image to the blipX/Y values so that these values are now positioned relative to the center.

Finally, a new Vector2 object is created and returned, passing back these final calculated X and Y pixel values for the position of our blip icon.

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Unity 2021 Cookbook - Fourth Edition
Published in: Sep 2021 Publisher: Packt ISBN-13: 9781839217616
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