using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class YeetController : MonoBehaviour
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{
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public GameObject parent { get; set; }
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public float yeetVelocity = 10f;
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public float yeetDuration = 2f;
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public enum YeetState { Unheld, Held, Yeeting };
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public YeetState yeetState { get; private set; } = YeetState.Unheld;
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private GameObject _child;
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private float _time;
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private GameObject m_child;
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private GameObject m_body;
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private void Awake()
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{
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m_body = this.gameObject;
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}
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public void Hold(GameObject child)
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{
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_child = child;
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_child.transform.parent = parent.transform;
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yeetState = YeetState.Held;
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}
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public void Yeet()
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{
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_child.transform.parent = null;
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_child.transform.rotation = parent.transform.rotation;
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_child.GetComponent<Rigidbody>().velocity = _child.transform.forward * yeetVelocity + _child.transform.up * yeetVelocity;
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yeetState = YeetState.Yeeting;
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_time = yeetDuration;
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}
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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switch(yeetState)
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{
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case YeetState.Yeeting:
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//_child.transform.position += _child.transform.forward * yeetVelocity * Time.deltaTime;
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_time -= Time.deltaTime;
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if(_time <= 0f)
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{
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Debug.Log("YeetController.Update: Yeet finished");
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yeetState = YeetState.Unheld;
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}
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break;
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case YeetState.Held:
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break;
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case YeetState.Unheld:
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_child = null;
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break;
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}
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}
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private void OnTriggerEnter(Collider collider)
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{
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Debug.Log("PlayerInputController.OnTriggerEnter: arrived");
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m_child = collider.gameObject;
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}
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private void OnTriggerExit(Collider collider)
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{
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m_child = null;
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}
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private void OnYeet()
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{
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parent = m_body;
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switch (yeetState)
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{
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case YeetController.YeetState.Unheld:
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if(m_child)
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Hold(m_child);
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// Grab nearest baby
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break;
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case YeetController.YeetState.Held:
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Yeet();
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// Yeet baby
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break;
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case YeetController.YeetState.Yeeting:
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// Cooldown?
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break;
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}
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}
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}
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