TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dGrapplingHook.cs
Melbyj1125 3306da25ba momentum grappling issue solved
Need to adjust smaller things but swing feels more complete
2022-01-21 03:08:58 -06:00

161 lines
5.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using MLAPI;
using UnityEngine;
public class dGrapplingHook : NetworkBehaviour
{
public float maxGrappleDistance = 15;
public bool isGrappled;
private int hookPointIndex;
private GameObject hookPoint;
private GameObject[] hookPoints;
private float distance;
private CharacterController movementController;
private dPlayerMovement playerMovement;
private PlayerStats pStats;
[SerializeField] private float ropeLength;
private float climbRate = 5;
private Vector3 swingDirection;
private float swingSpeed = 90;
private float swingMom = 0;
Vector3 tensionDirection;
Vector3 pendulumSideDirection;
Vector3 tangentDirection;
float tensionForce;
public Vector3 forceDirection;
private bool unhooking = false;
// Start is called before the first frame update
void Start()
{
isGrappled = false;
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
movementController = gameObject.GetComponent<CharacterController>();
playerMovement = gameObject.GetComponent<dPlayerMovement>();
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) + 0.5f;
isGrappled = true; //toggle grappling state
unhooking = false;
}
}
else //Else we are grappling
{
isGrappled = false; //toggle grappling state to release
}
}
}
private void FixedUpdate()
{
//if (!IsLocalPlayer) { return; }
if (isGrappled)
{
Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.JoystickButton4)) //Extend hook
{
ropeLength += climbRate * Time.deltaTime;
if (ropeLength > maxGrappleDistance)
{
ropeLength = maxGrappleDistance;
}
//Debug.Log(ropeLength.ToString());
}
if (Input.GetKey(KeyCode.RightShift) || Input.GetKey(KeyCode.JoystickButton5)) // Retract Hook
{
ropeLength -= climbRate * Time.deltaTime;
if (ropeLength < 5)
{
ropeLength = 5;
}
//Debug.Log(ropeLength.ToString());
}
//Do grappling physics based on hookPoint
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength )
{
forceDirection = calculateForceDirection(1, playerMovement.g, hookPoint.transform.position);
}
movementController.Move(swingMoveController());
}
else if(!isGrappled && !unhooking){
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
unhooking = true;
}
if(playerMovement.GetJumpPressed()) isGrappled = false;
if(isGrappled == false) forceDirection = Vector3.zero;
}
int FindHookPoint()
{
float least = maxGrappleDistance;
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;
}
Vector3 calculateForceDirection(float mass, float g, Vector3 hPoint){
tensionDirection = (hPoint - transform.position).normalized;
float inclinationAngle = Vector3.Angle((transform.position - hPoint).normalized, -transform.up);
float theta = Mathf.Deg2Rad * inclinationAngle;
if(theta <= .3 && swingMom <= 0 && theta > 0){
theta -= .05f;
}
if(theta<0) theta = 0;
Debug.Log(theta);
tensionForce = mass * -g * Mathf.Cos(theta);
Vector3 fDirection = tensionDirection * tensionForce;
return fDirection;
}
Vector3 swingMoveController(){
float inputVert = Input.GetAxis("Vertical");
float inputHor = Input.GetAxis("Horizontal");
if((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))) inputVert = 0;
if((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))) inputHor = 0;
//Movement Vector for the player to move in
swingDirection = Vector3.Cross(tensionDirection, ((transform.right * -inputVert) + (transform.forward * inputHor))).normalized;
//Actual swing movement vector with speed applied
Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
return (swingMovement);
}
}