using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.InputSystem;
|
|
using NaughtyAttributes;
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public class HandController : MonoBehaviour
|
|
{
|
|
|
|
#region Inspector Fields
|
|
|
|
[SerializeField, BoxGroup("References")]
|
|
private Transform m_handTransform;
|
|
|
|
[SerializeField, BoxGroup("References")]
|
|
private OarController m_oar;
|
|
|
|
[SerializeField,BoxGroup("settings")]
|
|
private Transform m_otherHand;
|
|
|
|
[SerializeField, BoxGroup("Settings")]
|
|
private Vector3 m_axisNormal = Vector3.forward;
|
|
[SerializeField, BoxGroup("Settings")]
|
|
private Vector3 m_axisForward = Vector3.up;
|
|
|
|
[SerializeField, BoxGroup("Settings")]
|
|
private float m_armRange = 1;
|
|
|
|
[SerializeField, BoxGroup("Settings"), Range(0.0f, 1.0f)]
|
|
private float m_armSpeed = 0.5f;
|
|
|
|
[SerializeField, BoxGroup("Settings")]
|
|
private Vector2 m_startInput = new Vector2(0, 1);
|
|
|
|
[SerializeField, BoxGroup("Input")]
|
|
private InputActionProperty m_inputAxis;
|
|
|
|
[SerializeField, BoxGroup("Input")]
|
|
private InputActionProperty m_row;
|
|
|
|
|
|
|
|
#endregion Inspector Fields
|
|
|
|
#region Private Fields
|
|
|
|
//Last input of player
|
|
public Vector2 m_desiredInput;
|
|
private Vector3 m_startPosition;
|
|
private Vector3 m_lastPosition;
|
|
|
|
private bool m_doUndo;
|
|
#endregion Private Fields
|
|
|
|
#region Getters
|
|
public new Transform transform => m_handTransform;
|
|
#endregion Getters
|
|
|
|
|
|
|
|
#region MonoBehaviour Functions
|
|
|
|
private void Start()
|
|
{
|
|
m_startPosition = transform.localPosition;
|
|
UpdateHand(m_startInput);
|
|
}
|
|
|
|
/// <summary>
|
|
/// OnEnable is called when the object becomes enabled and active.
|
|
/// </summary>
|
|
private void OnEnable()
|
|
{
|
|
m_inputAxis.action.performed += OnInputRecieved;
|
|
m_inputAxis.action.canceled += OnInputRecieved;
|
|
m_inputAxis.action.Enable();
|
|
m_row.action?.Enable();
|
|
}
|
|
|
|
/// <summary>
|
|
/// OnDisable is called when the behaviour becomes disabled.
|
|
/// </summary>
|
|
private void OnDisable()
|
|
{
|
|
m_inputAxis.action.performed -= OnInputRecieved;
|
|
m_inputAxis.action.canceled -= OnInputRecieved;
|
|
m_inputAxis.action.Disable();
|
|
m_row.action?.Disable();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update is called once per frame
|
|
/// </summary>
|
|
private void FixedUpdate()
|
|
{
|
|
//UpdateHand(m_desiredInput);
|
|
}
|
|
|
|
#endregion MonoBehaviour Functions
|
|
|
|
#region Class Functionality
|
|
|
|
/// <summary>
|
|
/// Called every fixed update to move the arms
|
|
/// </summary>
|
|
/// <param name="input"></param>
|
|
public void UpdateHand(Vector2 input, bool registerUndo = true)
|
|
{
|
|
|
|
m_lastPosition = transform.localPosition;
|
|
|
|
|
|
|
|
Quaternion rotation = Quaternion.LookRotation(m_axisForward.normalized, m_axisNormal.normalized);
|
|
Vector3 axisInput = rotation * new Vector3(input.x, 0, input.y);
|
|
|
|
Vector3 desiredPosition = m_startPosition + axisInput * m_armRange;
|
|
transform.localPosition = Vector3.Lerp(transform.localPosition, desiredPosition, m_armSpeed);
|
|
|
|
if (m_row.action != null)
|
|
{
|
|
if (m_row.action.IsPressed())
|
|
{
|
|
transform.localPosition = Vector3.Lerp(transform.localPosition, m_otherHand.localPosition, 0.5f);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
public void UndoLastMovement()
|
|
{
|
|
Vector3 direction = m_lastPosition - transform.localPosition;
|
|
|
|
transform.localPosition = m_lastPosition;
|
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Called by the input system when the input is changed
|
|
/// </summary>
|
|
/// <param name="args"></param>
|
|
private void OnInputRecieved(InputAction.CallbackContext args)
|
|
{
|
|
|
|
m_desiredInput = args.ReadValue<Vector2>();
|
|
}
|
|
|
|
|
|
#endregion Class Functionality
|
|
|
|
#region Editor Functions
|
|
/// <summary>
|
|
/// Called when the Component is created or Reset from the Inspector
|
|
/// </summary>
|
|
private void Reset()
|
|
{
|
|
m_handTransform = base.transform;
|
|
}
|
|
#endregion Editor Functions
|
|
|
|
}
|