TheMuseumProject/Assets/Scripts/Player/Interactions/GrappleHook.cs

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using UnityEngine;
using Player.Information;
namespace Player.Interactions
{
public class GrappleHook : MonoBehaviour
{
[SerializeField] private float maxGrappleThrow;
[SerializeField] private float grappleStrength;
[SerializeField] public float grappledAirControl;
[SerializeField] private GameObject grapplePointPrefab;
public bool grappled;
[SerializeField] private LineRenderer lineRender;
public GameObject reticleMaster;
private GameObject curPointObj;
private Vector3 grapplePos;
private PlayerStats playerStats;
private GameObject reticleClose;
private GameObject reticleOpen;
// Start is called before the first frame update
private void Start()
{
grappled = false;
grapplePos = Vector3.zero;
lineRender.enabled = false;
reticleOpen = reticleMaster.transform.Find("Reticle Open").gameObject;
reticleClose = reticleMaster.transform.Find("Reticle Close").gameObject;
reticleClose.SetActive(false);
playerStats = gameObject.GetComponent<PlayerStats>();
}
// Update is called once per frame
private void Update()
{
if (playerStats.grappleEnabled)
{
if (WouldGrapple())
{
reticleOpen.SetActive(false);
reticleClose.SetActive(true);
}
else
{
reticleOpen.SetActive(true);
reticleClose.SetActive(false);
}
if ((Input.GetKeyDown(KeyCode.L) || Input.GetMouseButtonDown(0)) ) ShootGrapple();
if ((Input.GetKeyDown(KeyCode.K) || Input.GetMouseButtonUp(0)) ) ReleaseGrapple();
if (grappled)
{
lineRender.SetPosition(0, gameObject.transform.position);
lineRender.SetPosition(1, grapplePos);
}
}
}
public bool WouldGrapple()
{
RaycastHit hit;
if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit,
maxGrappleThrow))
{
TraversalProperties tp = hit.collider.gameObject.GetComponent<TraversalProperties>();
if (tp == null || tp.canGrappleOnto) return true;
}
return false;
}
public void ShootGrapple()
{
// perform a raycast from the player's reticle
RaycastHit hit;
if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit,
maxGrappleThrow))
{
//Debug.DrawRay(Camera.main.transform.position, hit.point, Color.green, 5f);
TraversalProperties tp = hit.collider.gameObject.GetComponent<TraversalProperties>();
if (tp == null || tp.canGrappleOnto)
{
grappled = true;
grapplePos = hit.point;
if (curPointObj != null) Destroy(curPointObj);
curPointObj = Instantiate(grapplePointPrefab, hit.point, Quaternion.identity);
lineRender.enabled = true;
}
}
}
public void ReleaseGrapple()
{
grappled = false;
grapplePos = Vector3.zero;
if (curPointObj != null) Destroy(curPointObj);
lineRender.enabled = false;
}
public Vector3 PullForce(Vector3 playerPos)
{
if (!grappled)
return Vector3.zero;
return (grapplePos - playerPos).normalized * grappleStrength;
}
}
}