using System.Collections;
using UnityEngine;
namespace XRMultiplayer.MiniGames
{
///
/// Updates the visual elements of the slingshot in the gameplay.
///
[ExecuteInEditMode]
public class SlingshotVisualUpdater : MonoBehaviour
{
///
/// The line renderer displaying the current trajectory.
///
public LineRenderer trajectoryLineRenderer;
[SerializeField] Rigidbody m_Rigidbody;
///
/// The transform of the bucket.
///
[SerializeField] Rigidbody m_BucketRigibody;
///
/// The transform of the shot center.
///
[SerializeField] Transform m_ShotCenterTransform;
///
/// The line renderers of the slingshot.
///
[SerializeField] LineRenderer[] m_LineRenderers;
///
/// The transform of the line end.
///
[SerializeField] Transform[] m_LineEndTransforms;
///
/// The minimum and maximum distance of the slingshot.
///
[SerializeField] Vector2 m_MinMaxDistance = new Vector2(0.0f, 1.0f);
///
/// The minimum and maximum size of the line.
///
[SerializeField] Vector2 m_MinMaxLineSize = new Vector2(.05f, .01f);
///
/// The minimum and maximum shot force.
///
[SerializeField] Vector2 m_MinMaxShotForce = new Vector2(5.0f, 20.0f);
///
/// The force multiplier of the shot.
///
[SerializeField] float m_ForceMultiplier = 2.0f;
///
/// The maximum distance to display the debug line.
///
[SerializeField] float m_MaxDebugShowDistance = 2.0f;
///
/// The time to reset the bucket position.
///
[SerializeField] float m_BucketResetTime = .35f;
///
/// The color divisor of the debug line.
///
[SerializeField] float m_ColorDivisor = 5.0f;
///
/// The line display distance.
///
[SerializeField] float m_LineDisplayDistance = 2.0f;
[SerializeField] bool m_LockBucketRotation = true;
///
/// The shot force of the slingshot.
///
float m_ShotForce;
///
/// The aim direction of the slingshot.
///
Vector3 m_AimDirection;
///
/// The reset position of the bucket.
///
// Vector3 m_ResetPosition;
Pose m_ResetPose;
///
void Awake()
{
trajectoryLineRenderer.enabled = false;
m_ResetPose = new Pose(m_BucketRigibody.transform.localPosition, m_BucketRigibody.transform.localRotation);
// m_ResetPosition = m_BucketTransform.localPosition;
}
///
void LateUpdate()
{
for (int i = 0; i < m_LineRenderers.Length; i++)
{
m_LineRenderers[i].SetPosition(0, m_LineRenderers[i].transform.position);
m_LineRenderers[i].SetPosition(1, m_LineEndTransforms[i].position);
float distance = Vector3.Distance(m_LineRenderers[i].transform.position, m_LineEndTransforms[i].position);
float perc = Utils.GetPercentOfValueBetweenTwoValues(m_MinMaxDistance.x, m_MinMaxDistance.y, distance);
float size = Mathf.Lerp(m_MinMaxLineSize.x, m_MinMaxLineSize.y, perc);
m_LineRenderers[i].startWidth = size;
m_LineRenderers[i].endWidth = size;
}
float lineDistance = Vector3.Distance(m_ShotCenterTransform.position, m_BucketRigibody.position);
m_ShotForce = Mathf.Clamp(lineDistance * m_ForceMultiplier, m_MinMaxShotForce.x, m_MinMaxShotForce.y);
m_AimDirection = (m_ShotCenterTransform.position - m_BucketRigibody.position).normalized;
Vector3 lineEndPos = m_BucketRigibody.position + (m_AimDirection * Mathf.Clamp(lineDistance * m_LineDisplayDistance, 0.0f, m_MaxDebugShowDistance));
Color forceColor = Color.Lerp(Color.yellow, Color.red, Mathf.Clamp01(m_ShotForce / m_MaxDebugShowDistance / m_ColorDivisor));
Color transparentForceColor = new Color(forceColor.r, forceColor.g, forceColor.b, 0.0f);
trajectoryLineRenderer.startColor = forceColor;
trajectoryLineRenderer.endColor = transparentForceColor;
trajectoryLineRenderer.SetPosition(0, m_BucketRigibody.position);
trajectoryLineRenderer.SetPosition(1, lineEndPos);
if (m_LockBucketRotation)
m_BucketRigibody.transform.forward = m_AimDirection;
}
///
/// Gets the force of the shot.
///
/// The force of the shot.
public Vector3 GetShotForce()
{
return m_AimDirection * m_ShotForce;
}
public void ResetSlingshot(float height)
{
StartCoroutine(ResetSlingshotHeightRoutine(height));
ResetBucketPosition();
}
IEnumerator ResetSlingshotHeightRoutine(float height)
{
bool wasKinematic = m_Rigidbody.isKinematic;
m_Rigidbody.isKinematic = true;
transform.localPosition = new Vector3(transform.localPosition.x, height, transform.localPosition.z);
yield return new WaitForSeconds(.15f);
m_Rigidbody.isKinematic = wasKinematic;
}
///
/// Resets the position of the bucket.
///
public void ResetBucketPosition()
{
StartCoroutine(ResetBucketPositionRoutine());
}
///
/// Coroutine to reset the position of the bucket over time.
///
/// An IEnumerator used for the coroutine.
IEnumerator ResetBucketPositionRoutine()
{
bool wasKinematic = m_BucketRigibody.isKinematic;
m_BucketRigibody.isKinematic = true;
for (float i = 0; i < m_BucketResetTime; i += Time.deltaTime)
{
m_BucketRigibody.transform.localPosition = Vector3.Lerp(m_BucketRigibody.transform.localPosition, m_ResetPose.position, i / m_BucketResetTime);
yield return null;
}
m_BucketRigibody.transform.SetLocalPositionAndRotation(m_ResetPose.position, m_ResetPose.rotation);
m_BucketRigibody.isKinematic = wasKinematic;
}
}
}