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