TheKingsRace/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Grapple/AerialGrappleAirState.cs
2022-05-01 16:12:43 -05:00

226 lines
7.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialGrappleAirState : AerialBaseState
{
float distanceBeneathHook = -10f; // Distance Beneath Hook
float distanceAfterHook = 8f; // Distance After Hook
Vector3 initialForceDirection; // Initial Force Direction
Vector3 desiredPosition; // Desired Player Position
Vector3 tempForceDir; // Temporary Force Direction for calculating if the position has been reached
Vector3 updatedYHookPoint; // updated y position of the hook
bool pointReached; // Whether the player has reached the desired position
bool handReached = false; // Whether the grapple hand has reached
float initialForcePower; // How much force to apply initially
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState)
{
//Reset these Variables
pointReached = false;
handReached = false;
initialForcePower = 120;
aSM.currentForcePower = initialForcePower;
//refresh jump number
aSM.curJumpNum = 0;
aSM.release = false;
//Calculate the update y position for the hook
updatedYHookPoint = new Vector3(aSM.hookPoint.transform.position.x, aSM.hookPoint.transform.position.y - distanceBeneathHook, aSM.hookPoint.transform.position.z);
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState)
{
//Reset Hand Rotation
aSM.stickyHandParent.transform.localEulerAngles = Vector3.zero;
//Deactivate Visuals
aSM.handController.enabled = false;
aSM.stickyHandParent.SetActive(false);
aSM.lr.enabled = false;
//if the next state is grounded or wallrun
if (nextState == aSM.GroundedState || nextState == aSM.WallRunState)
{
//don't apply the release force
aSM.release = false;
}
else
{
//apply release force
aSM.release = true;
//give the player a slight upwards direction on releasing
aSM.pStats.GravVel = 10;
}
}
public override void UpdateState(AerialStateManager aSM)
{
//if the player has reached the calculated point
if (pointReached)
{
//if grounded
if (aSM.isGrounded)
{
//switch to grounded state
aSM.SwitchState(aSM.GroundedState);
}
//if isn't grounded
else if (!aSM.isGrounded)
{
//switch to falling state
aSM.SwitchState(aSM.FallingState);
}
//if wallrunning
else if (aSM.isWallRunning)
{
//switch to wallrun state
aSM.SwitchState(aSM.WallRunState);
}
}
}
public override void FixedUpdateState(AerialStateManager aSM)
{
//If the grapple hand hasn't reached
if (!handReached)
{
//Throw player hand
ThrowStickyHand(aSM);
//Apply Regular gravity
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
//If the grapple hand has reached and the player hasn't reached the correct point
else if (!pointReached && handReached)
{
//Start Retrieving the grapple hand
RetrieveStickyHand(aSM);
//Move the player using the calculated direction and power
aSM.moveController.Move(initialForceDirection * initialForcePower * Time.deltaTime);
//Disable gravity while moving
aSM.GravityCalculation(0);
//Set Gravity to 0
aSM.pStats.GravVel = 0;
//Calculate A temporary force direction for checking if point is reached
tempForceDir = desiredPosition - aSM.transform.position;
tempForceDir = tempForceDir.normalized;
tempForceDir = new Vector3(tempForceDir.x, 0, tempForceDir.z).normalized;
//if the player has approximately reached the right position
if ((aSM.postForceDirection - tempForceDir).magnitude >= .1f && !pointReached)
{
//Player has reached the calculated position
pointReached = true;
}
}
else
{
//normal gravity if grapple is finished
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
//Offset parent rotation for the hand
if (aSM.stickyHandParent.active)
{
aSM.stickyHandParent.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, aSM.stickyHandParent.transform.parent.rotation.z * -1.0f);
}
}
//Throw Hand toward hookpoint & calculate desired position
public void ThrowStickyHand(AerialStateManager aSM)
{
//If the sticky hand isn't active
if (!aSM.stickyHandParent.active)
{
//enable hand
aSM.stickyHandParent.SetActive(true);
//enable line renderer
aSM.lr.enabled = true;
//move hand position to hand
aSM.stickyHandParent.transform.position = aSM.handPosition.position;
//enable the character controller on the hand
aSM.handController.enabled = true;
}
//set positioning for the line renderer
aSM.lr.SetPosition(0, aSM.stickyHandParent.transform.position);
aSM.lr.SetPosition(1, aSM.handPosition.transform.position);
//Hand Throw Direction
Vector3 throwDir = (aSM.hookPoint.transform.position - aSM.stickyHandParent.transform.position).normalized;
//move the hand
aSM.stickyHandParent.GetComponent<CharacterController>().Move(throwDir * 140 * Time.deltaTime);
//if the hand approximately reaches the correct point
if (Vector3.Distance(aSM.hookPoint.transform.position, aSM.stickyHandParent.transform.position) <= 4f)
{
//Calculate the desired position using current position when hook reaches
Vector3 updatedXHookPointDirection = (new Vector3(aSM.transform.position.x, 0, aSM.transform.position.z) - new Vector3(aSM.hookPoint.transform.position.x, 0, aSM.hookPoint.transform.position.z)).normalized;
desiredPosition = updatedYHookPoint + (updatedXHookPointDirection * -distanceAfterHook);
initialForceDirection = desiredPosition - aSM.transform.position;
initialForceDirection = initialForceDirection.normalized;
aSM.postForceDirection = new Vector3(initialForceDirection.x, 0, initialForceDirection.z).normalized;
//Hand has Reached
handReached = true;
}
}
//Retrieve Grapple Hand
public void RetrieveStickyHand(AerialStateManager aSM)
{
aSM.lr.SetPosition(0, aSM.stickyHandParent.transform.position);
aSM.lr.SetPosition(1, aSM.handPosition.transform.position);
Vector3 catchDir = (aSM.handPosition.transform.position - aSM.stickyHandParent.transform.position).normalized;
if (Vector3.Distance(aSM.handPosition.transform.position, aSM.stickyHandParent.transform.position) > .5f)
{
aSM.stickyHandParent.GetComponent<CharacterController>().Move(catchDir * 30 * Time.deltaTime);
}
}
}