TheKingsRace/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/GrapplingHook.cs
Melbyj1125 833183d034 Finished the Movement and Aerial groups
Working on the Dash, Nitro, and offense groups now
2022-02-15 21:19:12 -06:00

304 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using MLAPI;
using UnityEngine;
public class GrapplingHook : NetworkBehaviour
{
public float maxGrappleDistance = 20;
public float maxGrabDistance = 30;
public bool isGrappled;
private int hookPointIndex;
private GameObject hookPoint;
private GameObject[] hookPoints;
private float distance;
private CharacterController movementController;
private PlayerMovement playerMovement;
private PlayerStats pStats;
private float ropeLength;
private Vector3 swingDirection;
float inclinationAngle;
float theta = -1;
private float maxSwingSpeed = 50;
private float minSwingSpeed = 20;
private float swingAcc = 3f;
private float swingSpeed = 10;
private float swingMom;
private float maxSwingMom = 60;
private Vector3 tensionMomDirection;
private Vector3 hookPointRight;
private Vector3 momDirection;
private Vector3 curXZDir;
private Vector3 oldXZDir;
private bool swingback = false; //swing the player back
private float oldSwingMom;
Vector3 tensionDirection;
float tensionForce;
public Vector3 forceDirection;
private Vector3 tempRelease;
private Vector3 lerpRelease;
bool release = false;
// Start is called before the first frame update
void Start()
{
isGrappled = false;
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
movementController = gameObject.GetComponent<CharacterController>();
playerMovement = gameObject.GetComponent<PlayerMovement>();
pStats = gameObject.GetComponent<PlayerStats>();
}
// Update is called once per frame
void Update()
{
if (!IsLocalPlayer) { return; }
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
{
if (!isGrappled) //If we are not grappling
{
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
{
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position);
if(ropeLength > maxGrappleDistance){
ropeLength = maxGrappleDistance;
}
oldXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
curXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
swingMom = CalculateSwingMom(playerMovement.driftVel.magnitude * 50f);
oldSwingMom = swingMom;
playerMovement.g = -1;
isGrappled = true; //toggle grappling state
release = false;
lerpRelease = Vector3.zero;
}
}
else //Else we are grappling
{
isGrappled = false; //toggle grappling state to release
release = true;
playerMovement.g = 0;
}
}
}
private void FixedUpdate()
{
if (!IsLocalPlayer) { return; }
if (isGrappled)
{
Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
//Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
//Calculate tether force direction based on hookpoint
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) >= ropeLength )
{
Debug.Log(ropeLength);
forceDirection = CalculateForceDirection(1, playerMovement.g, hookPoint.transform.position) + RopeLengthOffset(hookPoint.transform.position, Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
}
else{
forceDirection = Vector3.zero;
}
//apply special swing movement when aerial
if(!playerMovement.isGrounded){
movementController.Move(SwingMoveController());
if(swingMom != 0){
movementController.Move(CalculateMomentumDirection(playerMovement.g, hookPoint.transform.position));
swingMom -= .5f;
}
}
else{
swingMom = CalculateSwingMom(playerMovement.driftVel.magnitude * 50f);
}
if(swingMom<0) swingMom = 0;
tempRelease = CalculateSwingReleaseForce();
}
else if(!isGrappled){
//Reset force direction after unhook
forceDirection = Vector3.zero;
swingback = true;
if(release){
lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 10f * Time.deltaTime);
tempRelease *= .95f;
movementController.Move(lerpRelease);
}
}
//WILL NEED ADJUSTMENT OR REMOVAL IN THE FUTURE
//ungrapple on jump
if(playerMovement.GetJumpPressed() && !playerMovement.isGrounded && isGrappled){
release = true;
isGrappled = false;
}
if(playerMovement.isGrounded){
swingback = true;
release = false;
}
}
//Finds the nearest hook to the player
int FindHookPoint()
{
float least = maxGrabDistance;
int index = -1;
for(int i = 0; i<hookPoints.Length; i++)
{
distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
if (distance <= least)
{
index = i;
}
}
return index;
}
//Needs to be Overhauled to properly implement energy loss taking into account players current Velocity, height and input
//------Important Equations--------
// TensionForce = Cos(theta) * g * m * Vector3(tensionDirection)
// Potential Energy = m * g * h -- Will need to modify adding current speed
// Kinetic Energy = 1/2 * m * V^2 -- assuming no energy loss at the bottom KE = PE at peak we will add energy loss ourselves
// Total Energy = m * ((g*h) + (1/2 * V^2))
// Velocity = (2 * ((TotalEnergy/m) - (g*h)))^(1/2) -- This hypothetically could be used for our swing momentum calculation
// Movement Direction right angle of tension force = Sin(theta) * g * m * Vector3(Right angle to tensionDirection)
//Calculate the tether direction vector and how much force that vector needs
Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint){
//tension direction and angle calculation
tensionDirection = (hPoint - transform.position).normalized;
inclinationAngle = Vector3.Angle((transform.position - hPoint).normalized, -transform.up);
theta = Mathf.Deg2Rad * inclinationAngle;
if(theta<=.1) theta = 0;
//How much force the tension needs
tensionForce = mass * -g * Mathf.Cos(theta);
//force direction calculation based on tension direction and force
Vector3 fDirection = tensionDirection * tensionForce;
return fDirection;
}
Vector3 CalculateMomentumDirection(float g, Vector3 hPoint){
tensionMomDirection = (hPoint - transform.position).normalized;
hookPointRight = Vector3.Cross(oldXZDir, transform.up).normalized;
momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
if(oldXZDir != curXZDir){
//midpointMom = swingMom;
swingback = false;
//Debug.Log("flip");
}
if(swingback == false && swingMom <= (oldSwingMom*(.75f))){
swingback = true;
oldSwingMom = swingMom;
oldXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
//Debug.Log("swingback");
}
curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
Debug.DrawRay(transform.position, momDirection * Time.deltaTime* 100, Color.green);
return (momDirection * Time.deltaTime * swingMom);
}
//Calculates the players initial swing momentum using their height and their current velocity
float CalculateSwingMom(float playerSpeed){
//Calculate the players height compared to the lowest point in the swing
float swingHeight = transform.position.y - (hookPoint.transform.position.y - ropeLength);
if(swingHeight <= 1){
swingHeight = 1;
}
float sMom = playerSpeed + (swingHeight*2);
if(sMom > maxSwingMom){
sMom = maxSwingMom;
}
return sMom;
}
//Special movement for the player while they swing
Vector3 SwingMoveController(){
//WASD input
float inputVert = Input.GetAxis("Vertical");
float inputHor = Input.GetAxis("Horizontal");
//input is zero when nothing is pressed to prevent button easing values
if((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))) inputVert = 0;
if((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))) inputHor = 0;
//Swingspeed build up
if((inputVert != 0 || inputHor != 0) && swingSpeed < maxSwingSpeed){
swingSpeed += swingAcc;
}
else if((inputVert != 0 || inputHor != 0) && swingSpeed >= maxSwingSpeed){
swingSpeed = maxSwingSpeed;
}
else if((inputVert == 0 && inputHor == 0)){
swingSpeed = minSwingSpeed;
}
//Swing direction based on player input
swingDirection = Vector3.Cross(tensionDirection, ((transform.right * -inputVert) + (transform.forward * inputHor))).normalized;
//NEED TO ADD SWINGSPEED EASING
//this could be just adding a gradual increase in the swing speed instead of using a flat rate
//Swing movement with swing speed added
Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
return (swingMovement);
}
Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance){
//How powerful our offset movement has to be
float offsetPower = ((curDistance - ropeLength) * 200f);
//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
Vector3 tenDirOffset = (hPoint - transform.position).normalized;
return tenDirOffset * offsetPower * Time.deltaTime;
}
Vector3 CalculateSwingReleaseForce(){
Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x, 0, releaseSwingForceDirection.z);
if(swingMom < 5){
return Vector3.zero;
}
return releaseSwingForceDirection * Time.deltaTime;
}
}