Global Game Jam 2023
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyAttributes;
using Unity.VisualScripting;
using UnityEngine.Events;
/// <summary>
///
/// </summary>
public class BoatRowController : MonoBehaviour
{
#region Inspector Fields
public Transform m_oarTip;
public UnityEvent<float> m_OnRow;
public UnityEvent m_OnBrake;
public int velocityOverFrames = 8;
#endregion Inspector Fields
#region Private Fields
private Vector3 m_lastKnownOarPosition;
private Queue<float> m_velocityQueue = new Queue<float>();
#endregion Private Fields
#region Getters
#endregion Getters
#region MonoBehaviour Functions
/// <summary>
/// OnEnable is called when the object becomes enabled and active.
/// </summary>
private void OnEnable()
{
}
/// <summary>
/// OnDisable is called when the behaviour becomes disabled.
/// </summary>
private void OnDisable()
{
}
/// <summary>
/// Update is called once per frame
/// </summary>
private void Update()
{
}
#endregion MonoBehaviour Functions
#region Class Functionality
private void OnTriggerEnter(Collider other)
{
OarController oar = other.GetComponentInParent<OarController>();
if (oar != null)
{
m_lastKnownOarPosition = transform.InverseTransformPoint(m_oarTip.position);
m_velocityQueue = new Queue<float>();
}
}
void OnTriggerStay(Collider other)
{
OarController oar = other.GetComponentInParent<OarController>();
if(oar != null)
{
Vector3 localOarTipPosition = transform.InverseTransformPoint(m_oarTip.position);
Vector3 direction = m_lastKnownOarPosition - localOarTipPosition;
float directionality = Vector3.Dot(direction,Vector3.forward);
m_velocityQueue.Enqueue(directionality * Time.deltaTime);
if(m_velocityQueue.Count > velocityOverFrames)
{
m_velocityQueue.Dequeue();
}
float averageVelocity = 0;
if (m_velocityQueue.Count > 0)
{
var v_arr = m_velocityQueue.ToArray();
for(int i = 0; i < v_arr.Length; i++)
{
averageVelocity += v_arr[i];
}
averageVelocity /= v_arr.Length;
}
if (averageVelocity > 0)
{
if(averageVelocity < 0.000001)
{
m_OnBrake.Invoke();
Debug.Log($"Brake! ({averageVelocity})");
}
else
{
Debug.Log($"Row! ({averageVelocity})");
m_OnRow.Invoke(averageVelocity);
}
}
else
{
Debug.Log($"No Row: {averageVelocity}");
m_OnBrake.Invoke();
}
m_lastKnownOarPosition = localOarTipPosition;
}
else
{
Debug.Log($"Not Oar: {other.gameObject}");
}
}
#endregion Class Functionality
#region Editor Functions
/// <summary>
/// Called when the Component is created or Reset from the Inspector
/// </summary>
private void Reset()
{
//useful for finding components on creation
}
#endregion Editor Functions
}