using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class YeetController : InputBehaviour
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{
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public GameObject parent { get; set; }
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public float yeetVelocity = 5f;
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public float yeetDuration = 2f;
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public float windupSpeed = 0.01f;
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[SerializeField]
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private Animator m_YeetAnimator;
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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 m_time;
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private GameObject m_child;
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private GameObject m_body;
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private float m_velocityWindup;
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private LineRenderer m_lineRenderer;
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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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_child.GetComponent<YeetHandle>().held = true;
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yeetState = YeetState.Held;
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m_lineRenderer = gameObject.AddComponent<LineRenderer>();
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m_YeetAnimator.SetBool("Carry", true);
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m_YeetAnimator.SetBool("Yeet", true);
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}
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public void Yeet()
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{
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m_YeetAnimator.SetBool("Yeet", false);
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m_YeetAnimator.SetBool("Carry", false);
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_child.transform.parent = null;
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_child.transform.rotation = parent.transform.rotation;
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_child.GetComponent<YeetHandle>().held = true;
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_child.GetComponent<Rigidbody>().velocity = _child.transform.forward * m_velocityWindup + _child.transform.up * m_velocityWindup;
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yeetState = YeetState.Yeeting;
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m_time = yeetDuration;
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m_velocityWindup = 0;
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Destroy(m_lineRenderer);
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}
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void Start()
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{
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}
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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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m_time -= Time.deltaTime;
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if(m_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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// draw yeet lines
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if(m_velocityWindup < yeetVelocity)
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{
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m_velocityWindup += windupSpeed;
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}
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Vector3 velocity = parent.transform.forward * m_velocityWindup + parent.transform.up * m_velocityWindup;
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float t;
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t = (-1f * velocity.y) / Physics.gravity.y;
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t = 2f * t;
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m_lineRenderer.positionCount = 10;
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Vector3 trajectoryPoint;
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for (int i = 0; i < m_lineRenderer.positionCount; i++)
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{
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float time = t * i / (float)(m_lineRenderer.positionCount);
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trajectoryPoint = parent.transform.position + velocity * time + 0.5f * Physics.gravity * time * time;
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m_lineRenderer.SetPosition(i, trajectoryPoint);
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}
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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(InputAction.CallbackContext args)
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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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public override void RegisterInput(PlayerInput playerInput)
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{
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playerInput.currentActionMap.FindAction("Yeet").performed += OnYeet;
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}
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public override void UnregisterInput(PlayerInput playerInput)
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{
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playerInput.currentActionMap.FindAction("Yeet").performed -= OnYeet;
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}
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}
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