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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class magnetGun : MonoBehaviour {
public Camera camera;
public GameObject crossHair;
public thirdPersonController playerController;
public magnetGun otherPlayer;
public string L_TRIGGER_INPUT;
public string R_TRIGGER_INPUT;
public string L_BUTTON_INPUT;
public string R_BUTTON_INPUT;
private bool L_Trigger_Down;
public bool topScreen = true;
private float playerScreen = 2;
public GameObject gravityWell;
public Collider GravityTarget;
private Vector3 rayHitPoint;
private Vector3 targetOffset;
public float objectSpeed;
public float magnetRange = 20;
public float maxPullSpeed = 30;
public float rotateSpeed;
public float minDistance = 3.0f;
public float closeRange = 5.0f;
public float impulsePower = 50.0f;
private RigidbodyConstraints originalConstrants;
private bool originalGravity;
private bool axisDown = false;
private float normGrip;
private Renderer lastTargetRenderer;
private Color lastTargetColour;
private float DragSave;
//public GameObject magnetTipObject;
//-----------------------
// Use PlayerSound script
// (specifically for object-rotation sounds for this MagnetGun script)
public PlayerSounds _playerSoundScript;
// Use this for initialization
void Start () {
if (topScreen)
playerScreen = 2;
else
playerScreen = -1;
normGrip = playerController.grip;
}
// Update is called once per frame
void Update () {
if (playerController.active) {
float triggerL = Input.GetAxis (L_TRIGGER_INPUT);
float triggerR = Input.GetAxis (R_TRIGGER_INPUT);
Collider target = testItem ();
crossHair.GetComponent<RawImage> ().color = Color.white;
if (target != null) {
if (target.GetComponent<Collider> ().tag == "moveable") {
Debug.Log ("Moveable Item");
crossHair.GetComponent<RawImage> ().color = Color.red;
if (Vector3.Distance (rayHitPoint, camera.transform.position) <= closeRange) {
crossHair.GetComponent<RawImage> ().color = Color.blue;
}
}
}
//updateColors (target);
if (getAxisDown (L_TRIGGER_INPUT)) {
Debug.Log ("axis down");
//Debug.Log (GravityTarget.name);
if (GravityTarget != null) {
dropItem (GravityTarget);
Debug.Log ("dropping item");
} else {
pickUpItem (target);
}
}
/* (triggerL > 0) {
if (!L_Trigger_Down) {
pickUpItem (target);
L_Trigger_Down = true;
}
} else {
L_Trigger_Down = false;
dropItem(GravityTarget);
}
*/
if ( GravityTarget == null)
impulsePush (target);
else
pullItem (triggerR);
}
moveItem (GravityTarget);
rotateInput (GravityTarget);
cameraRotateTest (GravityTarget);
}
private Collider testItem(){
RaycastHit hit;
//Vector3 rayDirection = camera.transform.rotation * Vector3.forward;
//Ray ray = camera.ScreenPointToRay(new Vector3(Screen.width/2, Screen.height/2 + (Screen.height/6 * playerScreen), 0));
Ray ray = camera.ScreenPointToRay(crossHair.transform.position);
Debug.DrawRay (ray.origin, ray.direction*magnetRange, Color.green);
if (Physics.Raycast (ray, out hit, magnetRange)) {
if (hit.collider.tag == "moveable"){
Debug.DrawRay (ray.origin,ray.direction*magnetRange, Color.red);
rayHitPoint = hit.point;
}
}
return hit.collider;
}
private void pickUpItem(Collider item){
if (item != null) {
if (item == otherPlayer.GravityTarget){
otherPlayer.dropItem(item);
}
if (item.tag == "moveable"){
_playerSoundScript.PlayPickUp();
playerController.animator.SetBool("Holding",true);
//playerController.animator.SetTrigger("startHolding");
originalConstrants = item.attachedRigidbody.constraints;
originalGravity = item.attachedRigidbody.useGravity;
item.attachedRigidbody.useGravity = false;
DragSave = item.attachedRigidbody.drag;
item.attachedRigidbody.drag = 3.0f;
item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation | originalConstrants;
//camera.transform.LookAt(item.transform.position);
//playerController.cameraX = camera.transform.eulerAngles.x;
//playerController.cameraY = camera.transform.eulerAngles.y;
gravityWell.transform.position = rayHitPoint;
GravityTarget = item;
targetOffset = GravityTarget.transform.position - rayHitPoint + (Vector3.up * 0.05f);
playerController.slowed = true;
playerController.movementLock = true;
playerController.grip = 15.0f;
if (!topScreen){
playerController.cameraSpeedX = 0.0f;
playerController.cameraSpeedY = 0.0f;
}
}
}
}
private void impulsePush (Collider item){
if (item != null) {
if (item.tag == "moveable" && Input.GetButtonDown("Quick Push")){
if (item == otherPlayer.GravityTarget){
otherPlayer.dropItem(item);
}
Vector3 direction = (transform.position - item.transform.position).normalized;
item.attachedRigidbody.AddForce(direction * impulsePower * maxPullSpeed* item.attachedRigidbody.mass,ForceMode.Impulse );
}
}
}
private void moveItem(Collider item){
if (item != null) {
if (item != playerController.curCollider){
float step = objectSpeed * Time.deltaTime;
Vector3 direction = gravityWell.transform.position - item.transform.position + targetOffset;
direction = Vector3.ClampMagnitude(direction,1.0f);
item.attachedRigidbody.AddForce(direction * objectSpeed * item.attachedRigidbody.mass * Time.deltaTime);
}
}
}
private void dropItem(Collider item){
if (item != null) {
playerController.animator.SetBool("Holding",false);
item.attachedRigidbody.useGravity = originalGravity;
item.attachedRigidbody.drag = DragSave;
item.attachedRigidbody.constraints = originalConstrants;
if(topScreen)
item.attachedRigidbody.velocity = Vector3.ClampMagnitude (item.attachedRigidbody.velocity, 5);
GravityTarget = null;
playerController.slowed = false;
playerController.movementLock = false;
playerController.grip = normGrip;
playerController.cameraSpeedX = 250.0f;
playerController.cameraSpeedY = 120.0f;
}
}
private void pullItem(float speed){
if (!Input.GetButton ("Quick Push"))
return;
float step = maxPullSpeed * 0.5f * Time.deltaTime;
Vector3 maxPull;
maxPull = camera.transform.position + (camera.transform.rotation * Vector3.forward);
if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > minDistance && Vector3.Distance (gravityWell.transform.position, camera.transform.position) < magnetRange) || maxPullSpeed<1) {
gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step);
//MagnetLaserShoot();
if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > magnetRange) && !topScreen)
dropItem (GravityTarget);
}
}
private void rotateInput(Collider item){
if (item != null) {
if (Input.GetButtonDown(L_BUTTON_INPUT)){
_playerSoundScript.PlayRotateL(); // Rotate-Object Sound. ERROR: Held object continuously rotates
StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f));
}
if (Input.GetButtonDown(R_BUTTON_INPUT)){
_playerSoundScript.PlayRotateR(); // Rotate-Object Sound. ERROR: Held object continuously rotates
StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f));
}
}
}
IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){
Quaternion startAngle = item.transform.rotation;
Quaternion endAngle = Quaternion.Euler (item.transform.eulerAngles + byAngles);
for (float i = 0; i < 1; i+=Time.deltaTime/inTime) {
item.transform.rotation = Quaternion.Lerp(startAngle,endAngle,i);
yield return null;
}
}
public void cameraRotateTest(Collider item){
if (item != null) {
//Debug.Log ("distance test: " + Vector3.Distance (gravityWell.transform.position, camera.transform.position));
if (Vector3.Distance (gravityWell.transform.position, camera.transform.position) <= closeRange) {
playerController.cameraSpeedX = 250.0f;
playerController.cameraSpeedY = 120.0f;
} else {
playerController.cameraSpeedX = 0.0f;
playerController.cameraSpeedY = 0.0f;
}
}
}
public void updateColors(Collider target){
if (target != null && target.tag == "moveable") {
lastTargetRenderer = target.GetComponent<Renderer> ();
if (lastTargetRenderer.material.color != Color.white) {
lastTargetColour = lastTargetRenderer.material.color;
lastTargetRenderer.material.color = Color.white;
}
} else {
if (lastTargetRenderer != null)
lastTargetRenderer.material.color = lastTargetColour;
}
}
private bool getAxisDown (string axis){
if( Input.GetAxisRaw(axis) != 0)
{
if(axisDown == false)
{
axisDown = true;
return true;
}
}
if( Input.GetAxisRaw(axis) == 0)
{
axisDown = false;
}
return false;
}
// FUNCTION: Shoot Magnet Ray
// void MagnetLaserShoot(){
// RaycastHit hit;
//
// if(Physics.Raycast(magnetTipObject.transform.position, magnetTipObject.transform.forward, out hit)){
// if(hit.collider.tag == "moveable"){
// Debug.Log("Magnet laser has collided" + hit.collider.gameObject.name);
// }
// }
// }
}