Global Game Jam 2021
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class YeetController : InputBehaviour
{
[Tooltip("This is where the babies are held")]
public GameObject handCarryingPosition;
public GameObject parent { get; set; }
public AudioClip[] yeetClips;
public AudioClip[] childClips;
public float yeetVelocity = 5f;
public float yeetDuration = 2f;
public float windupSpeed = 0.01f;
[SerializeField]
private Animator m_YeetAnimator;
public Material trajectoryLineMaterial;
public enum YeetState { Unheld, Held, Preyeet, Yeeting };
public YeetState yeetState { get; private set; } = YeetState.Unheld;
private GameObject _child;
private float m_time;
private GameObject m_child;
private GameObject m_body;
private float m_velocityWindup;
private LineRenderer m_lineRenderer;
private AudioSource m_audioSource;
private Transform m_SpawnerTransform;
private Vector3 preyeetPosition;
public PlayerInputController playerController;
private void Awake()
{
m_body = this.gameObject;
m_audioSource = gameObject.AddComponent<AudioSource>();
m_audioSource.spatialBlend = 0f;
m_SpawnerTransform = FindObjectOfType<spawner>().transform;
}
public void Hold(GameObject child)
{
m_audioSource.clip = childClips[Random.Range(0, childClips.Length)];
_child = child;
_child.transform.parent = parent.transform;
_child.GetComponent<YeetHandle>().held = true;
_child.GetComponent<YeetHandle>().lastHeld = parent;
yeetState = YeetState.Held;
m_YeetAnimator.SetBool("Carry", true);
m_YeetAnimator.SetBool("Yeet", true);
m_audioSource.Play();
playerController.m_playerSpeed /= 3;
}
public void Preyeet()
{
preyeetPosition = parent.transform.position;
m_lineRenderer = gameObject.AddComponent<LineRenderer>();
m_lineRenderer.material = trajectoryLineMaterial;
yeetState = YeetState.Preyeet;
}
public void Yeet()
{
m_audioSource.clip = yeetClips[Random.Range(0, yeetClips.Length)];
m_YeetAnimator.SetBool("Yeet", false);
m_YeetAnimator.SetBool("Carry", false);
_child.transform.parent = m_SpawnerTransform;
_child.transform.rotation = parent.transform.rotation;
_child.GetComponent<YeetHandle>().held = false;
_child.GetComponent<Rigidbody>().velocity = calculateVelocityVector();
yeetState = YeetState.Yeeting;
m_time = yeetDuration;
m_velocityWindup = 0;
Destroy(m_lineRenderer);
m_audioSource.Play();
playerController.m_playerSpeed *= 3;
}
void Start()
{
}
void Update()
{
switch (yeetState)
{
case YeetState.Yeeting:
m_time -= Time.deltaTime;
if (m_time <= 0f)
{
Debug.Log("YeetController.Update: Yeet finished");
yeetState = YeetState.Unheld;
}
break;
case YeetState.Preyeet:
//TODO: Stop player
parent.transform.position = preyeetPosition;
_child.transform.position = handCarryingPosition.transform.position;
if (m_velocityWindup < yeetVelocity)
{
m_velocityWindup += windupSpeed;
}
Vector3 velocity = calculateVelocityVector();
float t;
t = (-1f * velocity.y) / Physics.gravity.y;
t = 2f * t;
m_lineRenderer.positionCount = 10;
Vector3 trajectoryPoint;
for (int i = 0; i < m_lineRenderer.positionCount; i++)
{
float time = t * i / (float)(m_lineRenderer.positionCount);
trajectoryPoint = parent.transform.position + velocity * time + 0.5f * Physics.gravity * time * time;
m_lineRenderer.SetPosition(i, trajectoryPoint);
}
break;
case YeetState.Held:
//TODO: slow player
// Stop child from wriggling
_child.transform.position = handCarryingPosition.transform.position;
break;
case YeetState.Unheld:
_child = null;
break;
}
}
private Vector3 calculateVelocityVector()
{
return parent.transform.forward * m_velocityWindup + parent.transform.up * m_velocityWindup;
}
private void OnTriggerEnter(Collider collider)
{
m_child = collider.gameObject;
}
private void OnTriggerExit(Collider collider)
{
m_child = null;
}
private void OnYeet(InputAction.CallbackContext args)
{
Debug.Log($"Player Yeeting: {args.phase}");
parent = m_body;
switch (yeetState)
{
case YeetController.YeetState.Unheld:
if (m_child/* && args.phase == InputActionPhase.Performed*/)
Hold(m_child);
// Grab nearest baby
break;
case YeetState.Preyeet:
/*if (args.phase == InputActionPhase.Performed)*/
Yeet();
break;
case YeetController.YeetState.Held:
if (args.phase == InputActionPhase.Started)
Preyeet();
// Yeet baby
break;
case YeetController.YeetState.Yeeting:
// Cooldown?
break;
}
}
public override void RegisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Yeet").canceled += OnYeet;
playerInput.currentActionMap.FindAction("Yeet").started += OnYeet;
}
public override void UnregisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Yeet").canceled -= OnYeet;
playerInput.currentActionMap.FindAction("Yeet").started -= OnYeet;
}
}