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 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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private 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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private float maxWalkSpeed;
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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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maxWalkSpeed = playerController.movementSpeed;
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}
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// Update is called once per frame
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void Update () {
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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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}
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}
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if (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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moveItem (GravityTarget);
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pullItem (triggerR);
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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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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.tag == "moveable"){
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item.attachedRigidbody.useGravity = false;
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item.attachedRigidbody.drag = 3.0f;
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item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation;
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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.movementSpeed = 200.0f;
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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 moveItem(Collider item){
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if (item != null) {
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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 * Time.deltaTime);
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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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item.attachedRigidbody.useGravity = true;
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item.attachedRigidbody.drag = 0.0f;
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item.attachedRigidbody.constraints = RigidbodyConstraints.None;
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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.movementSpeed = maxWalkSpeed;
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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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float step = maxPullSpeed * speed * 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 || maxPullSpeed<1) {
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gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step);
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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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StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f));
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if (Input.GetButtonDown(R_BUTTON_INPUT))
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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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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) <= minDistance) {
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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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}
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