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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class HammerController : MonoBehaviour
- {
-
- [SerializeField]
- private Vector2 AngleLimit;
-
- [SerializeField]
- private Vector3 RotationAxis;
-
- [SerializeField]
- private Vector3 HitDirection;
-
- [SerializeField]
- private float Force;
-
- [SerializeField]
- private float Speed;
-
- private Vector3 startDir;
-
- private void Start()
- {
- transform.forward = Vector3.up;
- startDir = transform.forward;
-
- }
-
- // Update is called once per frame
- void FixedUpdate()
- {
- float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2;
- transform.forward = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * startDir;
- Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * transform.parent.TransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed));
-
- Debug.DrawRay(transform.position, hitDirection * Force, Color.green);
- }
-
- private void OnTriggerStay(Collider other)
- {
- var horse = other.GetComponent<PlayerController>();
-
- if (horse != null)
- {
- float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2;
- Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * transform.parent.TransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed));
-
- horse.AddForce((hitDirection.normalized + Vector3.up) * Force);
- Debug.Log("Hitting horse");
- }
- }
- }
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