202 lines
6.6 KiB
C#
202 lines
6.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Unity.Burst.CompilerServices;
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using UnityEngine;
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using UnityEngine.VFX;
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public class PistolComponent : MonoBehaviour
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{
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public enum AimMode {GUN,MODIFIED,CAMERA};
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public AimMode aimMode = AimMode.CAMERA;
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[SerializeField]
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private Light targetingLight;
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private bool IsEnabled = false;
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GameObject targetObject;
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[SerializeField]
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GameObject targetObjectPrefab;
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public string projectileName;
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[SerializeField]
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private Transform bulletSpawnPoint;
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[SerializeField]
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private float firePower = 20f;
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[SerializeField]
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private float maxProjectileDuration = 5f;
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[SerializeField]
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private float maxTargetObjDistance = 15f;
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[SerializeField]
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private VisualEffect shootEffect;
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[SerializeField]
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private Light shootLight;
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[SerializeField]
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private float shootLightDuration = 0.1f;
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private float timeSinceLightDuration = 0f;
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private bool hasCloseTarget = false;
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[SerializeField]
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private LayerMask ignoreLayers;
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//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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timeSinceLightDuration += Time.deltaTime;
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}
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private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force)
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{
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// Calculate the initial velocity required to reach the destination.
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Vector3 displacement = destination - origin;
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float time = Mathf.Sqrt(2f * displacement.magnitude / Physics.gravity.magnitude);
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Vector3 velocity = (displacement - 0.5f * Physics.gravity * time * time) / time + force;
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// Calculate the height the object will reach during its flight.
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float maxHeight = origin.y + velocity.y * time - 0.5f * Physics.gravity.y * time * time;
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// Calculate the distance the object will drop during its flight.
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float dropDistance = maxHeight - destination.y;
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return dropDistance;
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}
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private void FixedUpdate()
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{
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if (shootLight.gameObject.activeSelf&&timeSinceLightDuration>shootLightDuration)
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{
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shootLight.gameObject.SetActive(false);
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}
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if (aimMode==AimMode.CAMERA)
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{
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targetObject.gameObject.transform.position = PlayerAim.active.targetPosition;
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}
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if (this.IsEnabled&&aimMode!=AimMode.CAMERA)
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{
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Ray ray = new Ray(transform.position, transform.up);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, 50,ignoreLayers))
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{
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float hitDist = Vector3.Distance(hit.point, transform.position);
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if (hitDist < maxTargetObjDistance)
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{
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targetObject.gameObject.transform.position = hit.point;
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targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255, 0,0));
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//Track if we have a close target
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hasCloseTarget = true;
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}
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else
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{
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targetObject.gameObject.transform.position = transform.position + (ray.direction * maxTargetObjDistance);
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targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255, 255,255));
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//Track if we have a close target
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hasCloseTarget = false;
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}
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//float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
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//print(drop);
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}
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else
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{
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targetObject.gameObject.transform.position = transform.position + (ray.direction * maxTargetObjDistance);
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targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255,255,255));
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hasCloseTarget = false;
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}
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}
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}
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public void Fire()
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{
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Fire(!hasCloseTarget);
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}
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public void Fire(bool offsetWithTargetBall)
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{
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shootLightDuration = 0;
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shootLight.gameObject.SetActive(true);
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GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
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projectile.transform.localPosition = Vector3.zero;
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projectile.transform.localEulerAngles = Vector3.zero;
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projectile.transform.localScale = Vector3.one;
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Rigidbody pRigid = projectile.GetComponent<Rigidbody>();
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/*Modified targeting system
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1. Since aim direction is vector from camera to ball (where player thinks its gonna go), raycast forward there, till hit. If no hit,
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then set target distance to ~50.
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2. Modify launch vector apply modified force
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*/
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Vector3 launchVector = pRigid.transform.up * this.firePower;
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if(offsetWithTargetBall||aimMode==AimMode.MODIFIED)
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{
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Vector3 ballCamVector = targetObject.transform.position - this.GetComponentInParent<PlayerMovementController>().cam.transform.position;
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Ray r = new Ray();
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r.origin = targetObject.transform.position;
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r.direction = ballCamVector.normalized;
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RaycastHit hit;
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if (Physics.Raycast(r,out hit,ignoreLayers))
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{
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launchVector = (hit.point - pRigid.transform.position).normalized;
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launchVector *= this.firePower;
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}
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}
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else if(aimMode==AimMode.CAMERA)
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{
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Vector3 target = PlayerAim.active.targetPosition;
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Vector3 lv = target - pRigid.transform.position;
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launchVector = lv.normalized;
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launchVector*= this.firePower;
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}
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pRigid.AddForce(launchVector, ForceMode.Impulse);
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projectile.transform.parent = null;
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shootEffect.Play();
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}
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public void Enable()
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{
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IsEnabled = true;
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if (targetObject == null)
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{
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targetObject = Instantiate(targetObjectPrefab);
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}
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}
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public void Disable()
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{
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IsEnabled = false;
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if (targetObject != null)
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{
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Destroy(targetObject);
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}
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}
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public void LightToggle() {
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this.targetingLight.gameObject.SetActive(!this.targetingLight.gameObject.activeSelf);
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}
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public bool IsLightOn { get { return this.targetingLight.gameObject.activeSelf; } }
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}
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