TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleAirState.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

229 lines
9.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialGrappleAirState : AerialBaseState
{
float ropeLength; // current rope length
Vector3 swingDirection; // Swing direction
float inclinationAngle; // inclination angle
float theta = -1; // theta
float swingMom;
Vector3 tensionMomDirection;
Vector3 hookPointRight;
Vector3 momDirection;
Vector3 curXZDir;
Vector3 oldXZDir;
float swingSpeed = 10;
bool swingback = false; //swing the player back
float oldSwingMom;
Vector3 tensionDirection;
float tensionForce;
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
Debug.Log("Grapple Air State");
aSM.curJumpNum = 0;
ropeLength = Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position);
if(ropeLength > aSM.maxGrappleDistance){
ropeLength = aSM.maxGrappleDistance;
}
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;
swingMom = CalculateSwingMom(aSM.mSM.driftVel.magnitude * 50f, aSM);
oldSwingMom = swingMom;
aSM.pStats.GravVel = -1;
aSM.release = false;
aSM.lerpRelease = Vector3.zero;
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
if(nextState != aSM.GrappleGroundedState){
aSM.release = true;
aSM.pStats.GravVel = 0;
aSM.forceDirection = Vector3.zero;
swingback = true;
}
else{
aSM.pStats.GravVel = 0;
aSM.forceDirection = Vector3.zero;
swingback = true;
}
}
public override void UpdateState(AerialStateManager aSM){
if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){
aSM.SwitchState(aSM.FallingState);
}
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){
aSM.eHeld = false;
}
if(Input.GetButton("Jump")){
aSM.SwitchState(aSM.JumpingState);
}
if(aSM.isGrounded){
aSM.SwitchState(aSM.GrappleGroundedState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.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(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;
}
aSM.moveController.Move(SwingMoveController(aSM));
if(swingMom != 0){
aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM));
swingMom -= .5f;
}
if(swingMom<0) swingMom = 0;
aSM.tempRelease = CalculateSwingReleaseForce();
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
//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, AerialStateManager 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 fDirection;
}
Vector3 CalculateMomentumDirection(float g, Vector3 hPoint, AerialStateManager aSM){
tensionMomDirection = (hPoint - aSM.transform.position).normalized;
hookPointRight = Vector3.Cross(oldXZDir, aSM.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(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
//Debug.Log("swingback");
}
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 (momDirection * Time.deltaTime * swingMom);
}
//Calculates the players initial swing momentum using their height and their current velocity
float CalculateSwingMom(float playerSpeed, AerialStateManager 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;
}
float sMom = playerSpeed + (swingHeight*2);
if(sMom > aSM.maxSwingMom){
sMom = aSM.maxSwingMom;
}
return sMom;
}
//Special movement for the player while they swing
Vector3 SwingMoveController(AerialStateManager 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;
//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, AerialStateManager 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;
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;
}
}