using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyAttributes;
using Unity.VisualScripting;
using UnityEngine.Events;
///
///
///
public class BoatRowController : MonoBehaviour
{
#region Inspector Fields
public Transform m_oarTip;
public UnityEvent m_OnRow;
#endregion Inspector Fields
#region Private Fields
private Vector3 m_lastKnownOarPosition;
#endregion Private Fields
#region Getters
#endregion Getters
#region MonoBehaviour Functions
///
/// OnEnable is called when the object becomes enabled and active.
///
private void OnEnable()
{
}
///
/// OnDisable is called when the behaviour becomes disabled.
///
private void OnDisable()
{
}
///
/// Update is called once per frame
///
private void Update()
{
}
#endregion MonoBehaviour Functions
#region Class Functionality
private void OnTriggerEnter(Collider other)
{
OarController oar = other.GetComponentInParent();
if (oar != null)
{
m_lastKnownOarPosition = m_oarTip.position;
}
}
void OnTriggerStay(Collider other)
{
OarController oar = other.GetComponentInParent();
if(oar != null)
{
Vector3 direction = m_lastKnownOarPosition - m_oarTip.position;
direction = Vector3.Project(direction,transform.forward);
float directionality = Vector3.Dot(direction,transform.forward);
if (directionality > 0)
{
// Debug.Log($"Row! ({directionality})");
m_OnRow.Invoke();
}
else
{
// Debug.Log($"No Row: {directionality}");
}
m_lastKnownOarPosition=m_oarTip.position;
}
else
{
// Debug.Log($"Not Oar: {other.gameObject}");
}
}
#endregion Class Functionality
#region Editor Functions
///
/// Called when the Component is created or Reset from the Inspector
///
private void Reset()
{
//useful for finding components on creation
}
#endregion Editor Functions
}