using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using NaughtyAttributes; using TMPro; /// /// Script to control player input and oars /// public class OarController : MonoBehaviour { #region Inspector Fields [SerializeField,BoxGroup("References")] private HandController m_leftHand; [SerializeField, BoxGroup("References")] private HandController m_rightHand; [SerializeField, BoxGroup("References")] private Rigidbody m_oarRigidbody; [SerializeField, BoxGroup("References")] private Transform m_body; [SerializeField] private BoxCollider m_boxCollider; [SerializeField] private List m_forbiddenColliders; #endregion Inspector Fields #region Private Fields float m_distanceFromRightHand; bool undoDoneThisFrame = false; #endregion Private Fields #region Getters public new Transform transform => m_oarRigidbody.transform; #endregion Getters #region MonoBehaviour Functions private void Awake() { m_boxCollider.enabled= false; m_distanceFromRightHand = Vector3.Distance(m_rightHand.transform.position, transform.position); m_oarRigidbody = GetComponent(); } /// /// 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 FixedUpdate() { //undoDoneThisFrame = false; //UpdateTransform(); } #endregion MonoBehaviour Functions #region Class Functionality public void UpdateTransform() { Vector3 direction =(m_rightHand.transform.position - m_leftHand.transform.position).normalized; Vector3 forward = Vector3.Cross(direction, m_body.forward); Quaternion rotation = Quaternion.LookRotation(forward, direction); transform.rotation = rotation; transform.position = m_rightHand.transform.position - direction * m_distanceFromRightHand; //MoveOarToPosition(m_rightHand.transform.position - direction * m_distanceFromRightHand); m_oarRigidbody.MoveRotation(rotation); m_oarRigidbody.MovePosition(m_rightHand.transform.position - direction * m_distanceFromRightHand); //MoveOarToRotation(rotation); } private void MoveOarToPosition(Vector3 position) { m_oarRigidbody.velocity = (position - transform.position) * (1 / Time.fixedDeltaTime); } private void MoveOarToRotation(Quaternion rotation) { Quaternion difference = rotation * Quaternion.Inverse(transform.rotation); m_oarRigidbody.angularVelocity = (rotation.eulerAngles * Time.fixedDeltaTime); } public bool isColliding() { Vector3 direction = (m_rightHand.transform.position - m_leftHand.transform.position).normalized; Vector3 forward = Vector3.Cross(direction, m_body.forward); Quaternion rotation = Quaternion.LookRotation(forward, direction); Collider[] col = Physics.OverlapBox(transform.position + m_boxCollider.center, m_boxCollider.size / 2, rotation); if (col.Intersect(m_forbiddenColliders).Any()) { return true; } return false; } /* void OnCollisionEnter(Collision collision) { if (m_forbiddenColliders.Contains(collision.collider) && !undoDoneThisFrame) { Debug.Log($"Forbidden Collision: {collision.collider.gameObject}"); undoDoneThisFrame= true; m_leftHand.UndoLastMovement(); m_rightHand.UndoLastMovement(); } else { Debug.Log($"Ignored Collision: {collision.collider.gameObject}"); } }*/ #endregion Class Functionality #region Editor Functions /// /// Called when the Component is created or Reset from the Inspector /// private void Reset() { m_oarRigidbody = GetComponentInChildren(); } #endregion Editor Functions }