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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BansheeGz.BGSpline.Components;
using BansheeGz.BGSpline.Curve;
public class Catapult : MonoBehaviour
{
public BGCurve splineCurve;
public float speed = 600f;
public float rotateSpeed = 200f;
public float timePadding = 0.5f;
public float timeBetweenLaunches = 0.5f;
public float minScale = 0.3f;
public float maxScale = 1f;
public float randomFactor = 50f;
public AnimationCurve animationCurve;
public Transform player;
private bool isLaunching = false;
private BGCcCursor splineCursor;
private BGCcCursorObjectTranslate splineObjectTranslate;
private Vector3 originalScale;
private MeshRenderer meshRenderer;
void Start ()
{
splineCursor = splineCurve.GetComponent<BGCcCursor>();
splineObjectTranslate = splineCurve.GetComponent<BGCcCursorObjectTranslate>();
meshRenderer = splineObjectTranslate.ObjectToManipulate.GetComponent<MeshRenderer>();
meshRenderer.enabled = false;
originalScale = splineCurve.transform.parent.localScale;
NotificationServer.register("statechange Searchlight", searchlightStateChanged);
}
void Update()
{
splineObjectTranslate.ObjectToManipulate.Rotate(Vector3.forward, Time.deltaTime * rotateSpeed);
}
public void searchlightStateChanged()
{
LeanTween.cancel(splineObjectTranslate.ObjectToManipulate.gameObject, true);
if (Searchlight.state == Searchlight.SearchState.Chasing)
launchBoulder();
}
public void launchBoulder()
{
if (Searchlight.state != Searchlight.SearchState.Chasing || isLaunching)
{
isLaunching = false;
return;
}
isLaunching = true;
LeanTween.delayedCall(splineObjectTranslate.ObjectToManipulate.gameObject, timeBetweenLaunches, ()=>{
if (Searchlight.state != Searchlight.SearchState.Chasing)
{
isLaunching = false;
return;
}
meshRenderer.enabled = true;
splineCursor.DistanceRatio = 0f;
splineCurve.transform.parent.position = player.position
+ Vector3.right * Random.Range(-randomFactor, randomFactor)
+ Vector3.forward * Random.Range(-randomFactor, randomFactor);
splineCurve.transform.parent.localEulerAngles = Vector3.up * Random.Range(0f, 360f);
splineCurve.transform.parent.localScale = new Vector3(Random.Range(minScale * originalScale.x, maxScale * originalScale.x), originalScale.y, originalScale.z);
LeanTween.value(splineObjectTranslate.ObjectToManipulate.gameObject, 0f, 1f, splineCursor.Math.GetDistance() / speed)
.setEase(animationCurve)
.setOnUpdate((float val)=>{
splineCursor.DistanceRatio = val;
}).setOnComplete(()=>{
splineCursor.DistanceRatio = 0f;
isLaunching = false;
meshRenderer.enabled = false;
launchBoulder();
});
});
}
}