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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BoatController : BuoyantObject {
public float trunSpeed = 0.5f;
public float breakSpeed = 20f;
[Range(0.8f,1)]
public float stopRatio = 0.95f;
private bool applyBreak = true;
// Use this for initialization
void Start() {
}
void Update() {
lookAtDir(Vector3.ProjectOnPlane(rb.velocity, Vector3.up));
}
void FixedUpdate() {
doBreak();
}
// Update is called once per frame
void lookAtDir(Vector3 inputDir) {
Quaternion targetRotation = Quaternion.LookRotation(inputDir, Vector3.up);
float str = Mathf.Min(trunSpeed * Time.deltaTime, 1);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, str);
}
void OnCollisionEnter(Collision collision) {
if (collision.gameObject.CompareTag("Rock")) {
float forwardHitSpeed = Vector3.Project(collision.relativeVelocity, transform.forward).magnitude;
Debug.Log("Forward hit:" + forwardHitSpeed);
if (forwardHitSpeed > breakSpeed) {
PlayerController.instance.takeOneDamage();
}
}
}
private void doBreak() {
if (!applyBreak)
return;
Vector3 vel = rb.velocity;
Vector3 flatVel = Vector3.ProjectOnPlane(vel, Vector3.up);
flatVel *= stopRatio;
flatVel.y = vel.y;
rb.velocity = flatVel;
}
public override IEnumerator pushObject(Vector3 point, float power, float totalTime) {
Vector3 dir = transform.position - point;
dir = Vector3.ProjectOnPlane(dir, Vector3.up);
dir.Normalize();
float elapsedTime = 0;
Vector3 force = dir * power;
rb.AddForce(force,ForceMode.Impulse);
while (elapsedTime < totalTime) {
applyBreak = false;
force = dir * power * Time.deltaTime;
rb.AddForce(force);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
applyBreak = true;
}
}