mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-23 02:04:17 -05:00
269 lines
10 KiB
C#
269 lines
10 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class dAerialGrappleAirState : dAerialBaseState
|
|
{
|
|
|
|
bool spaceHeld = true;
|
|
float ropeLength; // current rope length
|
|
float inclinationAngle; // inclination angle
|
|
float theta = -1; // theta for rope angle
|
|
Vector3 hookPointRight; // right vector of the hook point
|
|
Vector3 curXZDir; // current straight line between player and hook point ignoring y axis
|
|
Vector3 oldXZDir; // old straight line between player and hook point ignoring y axis
|
|
|
|
Vector3 swingDirection; // Swing direction
|
|
float swingSpeed = 10; // cur swing speed
|
|
Vector3 tensionDirection; // tension direction
|
|
float tensionForce; // tension force amplifier
|
|
|
|
float swingMom; // swing Mom amplifier
|
|
float oldSwingMom; // old swing Momentum amplifier
|
|
Vector3 momDirection; // momentum direction
|
|
Vector3 tensionMomDirection; // tension momentum direction
|
|
|
|
float defaultGraceTimer = 1.0f; // default timer
|
|
float graceTimer; // grace period at the end of the swing so the player has time to let go
|
|
bool swingGrace = true; // is the grace timer over
|
|
|
|
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
|
|
|
|
//refresh jump number
|
|
aSM.curJumpNum = 0;
|
|
|
|
//rope length limit
|
|
ropeLength = Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position);
|
|
if(ropeLength > aSM.maxGrappleDistance){
|
|
ropeLength = aSM.maxGrappleDistance;
|
|
}
|
|
|
|
//old and cur direction vector for player to hookpoint
|
|
oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
|
|
curXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
|
|
|
|
//swing momentum calculation
|
|
swingMom = CalculateSwingMom(aSM.mSM.driftVel.magnitude * 50f, aSM);
|
|
oldSwingMom = swingMom;
|
|
|
|
//Initialize variables
|
|
aSM.pStats.GravVel = -1; // grav vel is adjusted so things work
|
|
aSM.release = false; // player hasn't released
|
|
aSM.lerpRelease = Vector3.zero; // reset lerp release
|
|
spaceHeld = true;
|
|
graceTimer = defaultGraceTimer; //sets grace timer
|
|
}
|
|
|
|
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
|
|
|
|
//If not going into grapple grounded state
|
|
if(nextState != aSM.GrappleGroundedState){
|
|
aSM.release = true;
|
|
aSM.pStats.GravVel = 0;
|
|
aSM.forceDirection = Vector3.zero;
|
|
}
|
|
|
|
//If going into grapple grounded state
|
|
else{
|
|
aSM.pStats.GravVel = 0;
|
|
aSM.forceDirection = Vector3.zero;
|
|
}
|
|
}
|
|
|
|
public override void UpdateState(dAerialStateManager aSM){
|
|
|
|
//if pressing E or ragdolling then falling
|
|
if(((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld && !aSM.pStats.IsPaused) || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
|
|
aSM.SwitchState(aSM.FallingState);
|
|
}
|
|
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2)) && aSM.eHeld){
|
|
aSM.eHeld = false;
|
|
}
|
|
|
|
//if pressing Jump then jump
|
|
else if(Input.GetButton("Jump") && !spaceHeld && !aSM.pStats.IsPaused){
|
|
aSM.SwitchState(aSM.JumpingState);
|
|
}
|
|
else if(!(Input.GetButton("Jump")) && spaceHeld){
|
|
spaceHeld = false;
|
|
}
|
|
|
|
//if grounded then grapple grounded
|
|
else if(aSM.isGrounded){
|
|
aSM.SwitchState(aSM.GrappleGroundedState);
|
|
}
|
|
|
|
//if wallrunning then wallrun
|
|
else if(aSM.isWallRunning){
|
|
aSM.SwitchState(aSM.WallRunState);
|
|
}
|
|
|
|
}
|
|
|
|
public override void FixedUpdateState(dAerialStateManager aSM){
|
|
|
|
////////ADD A LINE RENDERER WHEN WE GET THE HAND MODEL
|
|
//Draw Line between player and hookpoint for debug purposes
|
|
Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
|
|
|
|
//Calculate tether force direction based on hookpoint
|
|
if (Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) >= ropeLength )
|
|
{
|
|
aSM.forceDirection = CalculateForceDirection(1, aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM) + RopeLengthOffset(aSM.hookPoint.transform.position, Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position), aSM);
|
|
}
|
|
else{
|
|
aSM.forceDirection = Vector3.zero;
|
|
}
|
|
|
|
//Move player based on their inputs
|
|
aSM.moveController.Move(SwingMoveController(aSM));
|
|
|
|
//if Swing Momentum isn't zero then move player
|
|
if(swingMom != 0){
|
|
aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM));
|
|
|
|
swingMom -= .5f;
|
|
}
|
|
if(swingMom<0) swingMom = 0;
|
|
|
|
//Calculate temp release at every position
|
|
aSM.tempRelease = CalculateSwingReleaseForce();
|
|
|
|
//Apply default gravity
|
|
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
|
|
|
|
}
|
|
|
|
//Calculate the tether direction vector and how much force that vector needs
|
|
Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint, dAerialStateManager aSM){
|
|
|
|
//tension direction and angle calculation
|
|
tensionDirection = (hPoint - aSM.transform.position).normalized;
|
|
inclinationAngle = Vector3.Angle((aSM.transform.position - hPoint).normalized, -aSM.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 force direction
|
|
return fDirection;
|
|
|
|
}
|
|
|
|
Vector3 CalculateMomentumDirection(float g, Vector3 hPoint, dAerialStateManager aSM){
|
|
|
|
tensionMomDirection = (hPoint - aSM.transform.position).normalized;
|
|
hookPointRight = Vector3.Cross(oldXZDir, aSM.transform.up).normalized;
|
|
momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
|
|
|
|
//if player is on the other side of hookpoint and swingMom is lower then update oldXZDir
|
|
if(oldXZDir != curXZDir && swingMom <= (oldSwingMom*(.75f))){
|
|
if(graceTimer >= 0){
|
|
swingGrace = false;
|
|
graceTimer -= .1f;
|
|
}
|
|
else{
|
|
oldSwingMom = swingMom;
|
|
oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
|
|
swingGrace = true;
|
|
graceTimer = defaultGraceTimer;
|
|
}
|
|
|
|
}
|
|
|
|
//current line between hookpoint and player
|
|
curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
|
|
Debug.DrawRay(aSM.transform.position, momDirection * Time.deltaTime* 100, Color.green);
|
|
|
|
//return momentum dir * mom force
|
|
return (momDirection * Time.deltaTime * swingMom);
|
|
|
|
}
|
|
|
|
//Calculates the players initial swing momentum using their height and their current velocity
|
|
float CalculateSwingMom(float playerSpeed, dAerialStateManager aSM){
|
|
|
|
//Calculate the players height compared to the lowest point in the swing
|
|
float swingHeight = aSM.transform.position.y - (aSM.hookPoint.transform.position.y - ropeLength);
|
|
if(swingHeight <= 1){
|
|
swingHeight = 1;
|
|
}
|
|
|
|
//calculates swing momentum based on height ands speed
|
|
float sMom = playerSpeed + (swingHeight * 3f);
|
|
if(sMom > aSM.maxSwingMom){
|
|
sMom = aSM.maxSwingMom;
|
|
}
|
|
|
|
//returns swing momentum
|
|
return sMom;
|
|
|
|
}
|
|
|
|
//Special movement for the player while they swing
|
|
Vector3 SwingMoveController(dAerialStateManager aSM){
|
|
|
|
//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 < aSM.maxSwingSpeed){
|
|
swingSpeed += aSM.swingAcc;
|
|
}
|
|
else if((inputVert != 0 || inputHor != 0) && swingSpeed >= aSM.maxSwingSpeed){
|
|
swingSpeed = aSM.maxSwingSpeed;
|
|
}
|
|
else if((inputVert == 0 && inputHor == 0)){
|
|
swingSpeed = aSM.minSwingSpeed;
|
|
}
|
|
|
|
//Swing direction based on player input
|
|
swingDirection = Vector3.Cross(tensionDirection, ((aSM.transform.right * -inputVert) + (aSM.transform.forward * inputHor))).normalized;
|
|
|
|
//Swing movement with swing speed added
|
|
Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
|
|
|
|
//returns swing movement vector
|
|
return (swingMovement);
|
|
|
|
}
|
|
|
|
Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance, dAerialStateManager aSM){
|
|
|
|
//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 - aSM.transform.position).normalized;
|
|
|
|
//returns rope offset direction * power
|
|
return tenDirOffset * offsetPower * Time.deltaTime;
|
|
|
|
}
|
|
|
|
Vector3 CalculateSwingReleaseForce(){
|
|
|
|
//Swing release direction
|
|
Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
|
|
releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z);
|
|
|
|
//if swingMom is low there is no release force
|
|
if(swingMom < 2){
|
|
return Vector3.zero;
|
|
}
|
|
|
|
//return swing release direction
|
|
return releaseSwingForceDirection * Time.deltaTime;
|
|
|
|
}
|
|
}
|