f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
207 lines
7.5 KiB
C#
207 lines
7.5 KiB
C#
using UnityEngine;
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using UnityEngine.VFX;
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using FishNet.Object;
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using FishNet;
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namespace Item
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{
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public class PistolComponent : NetworkBehaviour
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{
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public enum AimMode
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{
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GUN,
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MODIFIED,
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CAMERA
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}
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public AimMode aimMode = AimMode.CAMERA;
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[SerializeField] private Light targetingLight;
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[SerializeField] private GameObject targetObjectPrefab;
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[SerializeField] public GameObject projectilePrefab;
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[SerializeField] public string projectileName;
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[SerializeField] private Transform bulletSpawnPoint;
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[SerializeField] private float firePower = 20f;
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[SerializeField] private float maxProjectileDuration = 5f;
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[SerializeField] private float maxTargetObjDistance = 15f;
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[SerializeField] private VisualEffect shootEffect;
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[SerializeField] private Light shootLight;
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[SerializeField] private float shootLightDuration = 0.1f;
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[SerializeField] private LayerMask ignoreLayers;
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private bool hasCloseTarget;
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private bool IsEnabled;
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private GameObject targetObject;
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private float timeSinceLightDuration;
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public bool IsLightOn => targetingLight.gameObject.activeSelf;
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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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private void Start()
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{
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}
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// Update is called once per frame
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private void Update()
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{
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timeSinceLightDuration += Time.deltaTime;
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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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shootLight.gameObject.SetActive(false);
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if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition;
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if (IsEnabled && aimMode != AimMode.CAMERA)
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{
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var 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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var 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]
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.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 =
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transform.position + ray.direction * maxTargetObjDistance;
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targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
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.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]
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.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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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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var displacement = destination - origin;
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var time = Mathf.Sqrt(2f * displacement.magnitude / Physics.gravity.magnitude);
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var 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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var 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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var dropDistance = maxHeight - destination.y;
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return dropDistance;
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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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[ServerRpc]
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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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// var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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var projectile = Instantiate(projectilePrefab);
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projectile.transform.position = bulletSpawnPoint.transform.position;
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projectile.transform.rotation = bulletSpawnPoint.transform.rotation;
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//Comment this line if you want to remove the mega scale.
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projectile.transform.localScale =bulletSpawnPoint.transform.localScale;
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InstanceFinder.ServerManager.Spawn(projectile); //var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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//InstanceFinder.ServerManager.Spawn(projectile);
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var 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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var launchVector = pRigid.transform.up * firePower;
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if (offsetWithTargetBall || aimMode == AimMode.MODIFIED)
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{
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var ballCamVector = targetObject.transform.position -
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GetComponentInParent<Player.PlayerMovementController>().cam.transform.position;
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var 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 *= 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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var target = Player.PlayerAim.active.targetPosition;
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var lv = target - pRigid.transform.position;
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launchVector = lv.normalized;
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launchVector *= 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) targetObject = Instantiate(targetObjectPrefab);
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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) Destroy(targetObject);
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}
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public void LightToggle()
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{
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targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf);
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}
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}
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} |