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