TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dGrapplingHook.cs
Melbyj1125 f1e693e935 swing is mostly functional
Still needs some easing on movement and other minor changes
2022-01-23 18:42:25 -06:00

220 lines
8.3 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;
float inclinationAngle;
float theta = -1;
private float maxSwingSpeed = 90;
private float minSwingSpeed = 10;
private float swingSpeed = 0;
private float swingMom = 40;
private Vector3 tensionMomDirection;
private Vector3 hookPointRight;
private Vector3 momDirection;
private Vector3 curXZDir;
private Vector3 oldXZDir;
private float flip = -1; // flip variables for swing momentum
private bool swingback = false; //swing the player back
private float midpointMom;
Vector3 tensionDirection;
float tensionForce;
public Vector3 forceDirection;
// 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;
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;
isGrappled = true; //toggle grappling state
}
}
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
//Extend Hook
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.JoystickButton4))
{
ropeLength += climbRate * Time.deltaTime;
if (ropeLength > maxGrappleDistance)
{
ropeLength = maxGrappleDistance;
}
//Debug.Log(ropeLength.ToString());
}
//Retract Hook
if (Input.GetKey(KeyCode.RightShift) || Input.GetKey(KeyCode.JoystickButton5))
{
ropeLength -= climbRate * Time.deltaTime;
if (ropeLength < 5)
{
ropeLength = 5;
}
//Debug.Log(ropeLength.ToString());
}
//Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
Debug.Log(ropeLength);
//Calculate tether force direction based on hookpoint
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) >= ropeLength )
{
forceDirection = calculateForceDirection(1, playerMovement.g+.01f, hookPoint.transform.position);
}
//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;
}
}
if(swingMom<0) swingMom = 0;
}
else if(!isGrappled || playerMovement.isGrounded){
flip = -1;
swingback = true;
swingMom = 50;
}
//WILL NEED ADJUSTMENT OR REMOVAL IN THE FUTURE
//ungrapple on jump
if(playerMovement.GetJumpPressed()) isGrappled = false;
//Reset force direction after unhook
if(isGrappled == false) forceDirection = Vector3.zero;
}
//Finds the nearest hook to the player
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;
}
//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((new Vector3(hPoint.x,0,hPoint.z) - new Vector3(transform.position.x,0,transform.position.z)), transform.up).normalized;
momDirection = flip * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
if(oldXZDir != curXZDir && flip == -1){
flip = 1;
midpointMom = swingMom;
swingback = false;
Debug.Log("flip");
}
if(swingback == false && swingMom <= (midpointMom*(.75f))){
swingback = true;
flip = -1;
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);
}
//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;
//Swing direction based on player input
swingDirection = Vector3.Cross(tensionDirection, ((transform.right * -inputVert) + (transform.forward * inputHor))).normalized;
//NEED TO ADD SWINGSPEED EASING
//Swing movement with swing speed added
Vector3 swingMovement = (swingDirection * Time.deltaTime * maxSwingSpeed);
return (swingMovement);
}
}