2022-10-19 22:24:40 -04:00

156 lines
4.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GrappleHook : MonoBehaviour
{
[Header("Grapple settings")]
[SerializeField]
private float maxGrappleDist = 200;
[SerializeField]
private float grappleExtensionSpeed = 10;
[SerializeField]
private float grappleStrength = 4.5f * 5f;
[SerializeField]
private float grappleDamper = 7f;
[SerializeField]
private float grappleBoostSpeed = 50f;
[SerializeField]
private float grappleDrawingSpeed = 20;
[SerializeField]
private LayerMask grappleableLayer;
[Header("References")]
[SerializeField]
private Transform gunPos;
[SerializeField]
private RectTransform canvasRect;
[SerializeField]
private RectTransform hitMarkerRect;
private Vector3 hitPosLocal;
private SpringJoint joint;
private LineRenderer lr;
RaycastHit hit;
private bool grappled = false, boosted = false;
private Vector3 currGrappleEndPos;
void Start()
{
lr = gameObject.GetComponentInChildren<LineRenderer>();
lr.enabled = false;
hitMarkerRect.gameObject.SetActive(false);
}
void Update()
{
if(Input.GetMouseButtonUp(0)){//TODO Change to correct input system
EndGrapple();
}
if(grappled){
DrawRope(Time.deltaTime);
if(Input.GetMouseButtonDown(1)){
boosted = true;
}
if(boosted){
joint.maxDistance -= grappleBoostSpeed * Time.deltaTime;
}
// TODO extend and retract rope
if(Input.GetKey(KeyCode.W)){
ChangeGrappleLength(-grappleExtensionSpeed * Time.deltaTime);
}else if(Input.GetKey(KeyCode.S)){
ChangeGrappleLength(grappleExtensionSpeed * Time.deltaTime);
}
return;
}
Aim();
}
private void Aim(){
Vector3 mousePos;
mousePos = Input.mousePosition;
mousePos.z = Mathf.Abs(Camera.main.transform.position.z);
mousePos = Camera.main.ScreenToWorldPoint(mousePos);
Vector3 aimDir = (mousePos - gameObject.transform.position).normalized;
if(!hitMarkerRect.gameObject.activeSelf)hitMarkerRect.gameObject.SetActive(true);
hitMarkerRect.anchoredPosition = WorldToUI(gameObject.transform.position + aimDir * maxGrappleDist);
if(Physics.Raycast(gameObject.transform.position, aimDir, out hit, maxGrappleDist, grappleableLayer)){
hitMarkerRect.anchoredPosition = WorldToUI(hit.point);
hitMarkerRect.gameObject.GetComponent<Image>().color = Color.green;
if(Input.GetMouseButtonDown(0)){
StartGrapple(hit);
}
}else{
hitMarkerRect.gameObject.GetComponent<Image>().color = Color.red;
}
}
private void DrawRope(float deltaTime){
// TODO animate a wiggle on the rope
if(!grappled)return;
lr.SetPosition(0, gunPos.position);
Vector3 endPoint;
if(hit.rigidbody != null){
endPoint = hit.transform.TransformPoint(hitPosLocal);
}else{
endPoint = hit.point;
}
currGrappleEndPos = Vector3.Lerp(currGrappleEndPos, endPoint, deltaTime * grappleDrawingSpeed);
lr.SetPosition(1, currGrappleEndPos);
if(!lr.enabled)lr.enabled = true;
}
private void StartGrapple(RaycastHit hit){
grappled = true;
//Display
hitMarkerRect.gameObject.SetActive(false);
// Rope phys
joint = gameObject.AddComponent<SpringJoint>();
joint.anchor = transform.InverseTransformPoint(gunPos.position);
joint.autoConfigureConnectedAnchor = false;
joint.maxDistance = hit.distance * 0.9f;
if(hit.rigidbody != null){
Rigidbody hitRb = hit.rigidbody;
joint.connectedBody = hitRb;
joint.connectedAnchor = hit.transform.InverseTransformPoint(hit.point);
hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
}else{
joint.connectedAnchor = hit.point;
}
joint.spring = grappleStrength;
joint.damper = grappleDamper;
joint.massScale = 4.5f;
currGrappleEndPos = transform.position;
}
private void EndGrapple(){
grappled = false;
lr.enabled = false;
boosted = false;
Destroy(joint);
}
private Vector2 WorldToUI(Vector3 point){
Vector2 viewPortPos = Camera.main.WorldToViewportPoint(point);
Vector2 pointScreenPos = new Vector2(((viewPortPos.x*canvasRect.sizeDelta.x)-(canvasRect.sizeDelta.x*0.5f)), ((viewPortPos.y*canvasRect.sizeDelta.y)-(canvasRect.sizeDelta.y*0.5f)));
return pointScreenPos;
}
private void ChangeGrappleLength(float value){
if(joint != null)
joint.maxDistance += value;
}
}