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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BansheeGz.BGSpline.Components;
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using BansheeGz.BGSpline.Curve;
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public class Catapult : MonoBehaviour
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{
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public BGCurve splineCurve;
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public float speed = 600f;
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public float rotateSpeed = 200f;
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public float timePadding = 0.5f;
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public float timeBetweenLaunches = 0.5f;
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public float minScale = 0.3f;
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public float maxScale = 1f;
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public float randomFactor = 50f;
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public AnimationCurve animationCurve;
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public Transform player;
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private bool isLaunching = false;
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private BGCcCursor splineCursor;
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private BGCcCursorObjectTranslate splineObjectTranslate;
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private Vector3 originalScale;
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private MeshRenderer meshRenderer;
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private Collider boulderCollider;
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private ParticleSystem boulderParticleSystem;
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private bool switchedOff = false;
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private Searchlight.SearchState searchState;
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void Start ()
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{
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splineCursor = splineCurve.GetComponent<BGCcCursor>();
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splineObjectTranslate = splineCurve.GetComponent<BGCcCursorObjectTranslate>();
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meshRenderer = splineObjectTranslate.ObjectToManipulate.GetComponent<MeshRenderer>();
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boulderCollider = splineObjectTranslate.ObjectToManipulate.GetComponent<Collider>();
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boulderParticleSystem = splineObjectTranslate.ObjectToManipulate.GetComponentInChildren<ParticleSystem>();
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meshRenderer.enabled = false;
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boulderCollider.enabled = false;
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switchedOff = false;
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boulderParticleSystem.Stop();
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originalScale = splineCurve.transform.parent.localScale;
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NotificationServer.register("statechange Searchlight", searchlightStateChanged);
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NotificationServer.register("BoulderHit", boulderHit);
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NotificationServer.register("restart scene", restartScene);
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NotificationServer.register("switch off", switchOff);
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}
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void Update()
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{
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splineObjectTranslate.ObjectToManipulate.Rotate(Vector3.forward, Time.deltaTime * rotateSpeed);
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}
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public void searchlightStateChanged()
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{
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if (searchState == Searchlight.state)
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return;
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if (switchedOff)
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return;
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if (!isActiveAndEnabled)
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return;
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searchState = Searchlight.state;
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LeanTween.cancel(splineObjectTranslate.ObjectToManipulate.gameObject, true);
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if (Searchlight.state == Searchlight.SearchState.Chasing)
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launchBoulder();
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}
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public void boulderHit(object boulderObj)
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{
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GameObject go = boulderObj as GameObject;
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if (go == splineObjectTranslate.ObjectToManipulate.gameObject)
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LeanTween.cancel(splineObjectTranslate.ObjectToManipulate.gameObject, true);
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}
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public void restartScene()
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{
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switchedOff = false;
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searchState = Searchlight.SearchState.Spline;
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LeanTween.cancel(splineObjectTranslate.ObjectToManipulate.gameObject, true);
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}
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private void switchOff(object offObject) {
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GameObject offGO = offObject as GameObject;
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// Debug.LogWarning(offGO + " vs " + transform.parent.gameObject);
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if (offGO == transform.parent.gameObject)
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switchedOff = true;
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}
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public void launchBoulder()
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{
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if (Searchlight.state != Searchlight.SearchState.Chasing || isLaunching)
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{
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isLaunching = false;
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return;
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}
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isLaunching = true;
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LeanTween.delayedCall(splineObjectTranslate.ObjectToManipulate.gameObject, timeBetweenLaunches, ()=>{
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if (Searchlight.state != Searchlight.SearchState.Chasing)
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{
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isLaunching = false;
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return;
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}
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boulderParticleSystem.Stop();
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splineCursor.DistanceRatio = 0f;
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splineCurve.transform.parent.position = player.position
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+ Vector3.right * Random.Range(-randomFactor, randomFactor)
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+ Vector3.forward * Random.Range(-randomFactor, randomFactor);
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splineCurve.transform.parent.localEulerAngles = Vector3.up * Random.Range(0f, 360f);
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splineCurve.transform.parent.localScale = new Vector3(Random.Range(minScale * originalScale.x, maxScale * originalScale.x), originalScale.y, originalScale.z);
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LeanTween.delayedCall(splineObjectTranslate.ObjectToManipulate.gameObject, 0.1f, ()=>{
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boulderParticleSystem.Play();
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meshRenderer.enabled = true;
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boulderCollider.enabled = true;
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LeanTween.value(splineObjectTranslate.ObjectToManipulate.gameObject, 0f, 1f, splineCursor.Math.GetDistance() / speed)
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.setEase(animationCurve)
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.setOnUpdate((float val)=>{
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splineCursor.DistanceRatio = val;
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}).setOnComplete(()=>{
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boulderParticleSystem.Stop();
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isLaunching = false;
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meshRenderer.enabled = false;
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LeanTween.delayedCall(splineObjectTranslate.ObjectToManipulate.gameObject, 0.5f, ()=>{
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boulderCollider.enabled = false;
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launchBoulder();
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});
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});
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});
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});
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}
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}
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