Assignment for RMIT Mixed Reality in 2020
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namespace VRTK.Examples.Archery
{
using UnityEngine;
public class Arrow : MonoBehaviour
{
public float maxArrowLife = 10f;
public float maxCollidedLife = 1f;
[HideInInspector]
public bool inFlight = false;
private bool collided = false;
private Rigidbody rigidBody;
private GameObject arrowHolder;
private Vector3 originalPosition;
private Quaternion originalRotation;
private Vector3 originalScale;
private AudioSource source;
public void SetArrowHolder(GameObject holder)
{
arrowHolder = holder;
arrowHolder.SetActive(false);
}
public void OnNock()
{
collided = false;
inFlight = false;
}
public void Fired()
{
if (source != null)
{
source.Play();
}
DestroyArrow(maxArrowLife);
}
public void ResetArrow()
{
DestroyArrow(maxCollidedLife);
collided = true;
inFlight = false;
RecreateNotch();
ResetTransform();
}
private void Start()
{
rigidBody = GetComponent<Rigidbody>();
SetOrigns();
source = GetComponent<AudioSource>();
}
private void SetOrigns()
{
originalPosition = transform.localPosition;
originalRotation = transform.localRotation;
originalScale = transform.localScale;
}
private void FixedUpdate()
{
if (!collided)
{
transform.LookAt(transform.position + rigidBody.velocity);
}
}
private void OnCollisionEnter(Collision collision)
{
if (inFlight && isActiveAndEnabled && gameObject.activeInHierarchy)
{
ResetArrow();
}
}
private void RecreateNotch()
{
//swap the arrow holder to be the parent again
arrowHolder.transform.SetParent(null);
arrowHolder.SetActive(true);
//make the arrow a child of the holder again
transform.SetParent(arrowHolder.transform);
//reset the state of the rigidbodies and colliders
GetComponent<Rigidbody>().isKinematic = true;
GetComponent<Collider>().enabled = false;
arrowHolder.GetComponent<Rigidbody>().isKinematic = false;
}
private void ResetTransform()
{
arrowHolder.transform.position = transform.position;
arrowHolder.transform.rotation = transform.rotation;
transform.localPosition = originalPosition;
transform.localRotation = originalRotation;
transform.localScale = originalScale;
}
private void DestroyArrow(float time)
{
Destroy(arrowHolder, time);
Destroy(gameObject, time);
}
}
}