ofb/Assets/Scripts/Tutorial_GrapplingGun.cs
slevy14 775bfd76ea updated enemy behavior
added more sprites, increased functionality, etc
2023-04-20 13:31:08 -07:00

142 lines
4.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class Tutorial_GrapplingGun : MonoBehaviour {
[Header("Scripts References:")]
public Tutorial_GrapplingRope grappleRope;
[Header("Main Camera:")]
public Camera m_camera;
[Header("Transform References:")]
public Transform gunHolder;
public Transform gunPivot;
public Transform firePoint;
[Header("Physics References:")]
public SpringJoint2D m_springJoint2D;
public DistanceJoint2D m_distanceJoint2D;
public Rigidbody2D m_rigidBody2D;
[Header("Rotation:")]
[SerializeField] private bool rotateOverTime = true;
[Range(0, 60)][SerializeField] private float rotationSpeed = 4;
private enum LaunchType {
TransformLaunch,
PhysicsLaunch
}
[Header("No Launch To Point")]
[SerializeField] private float targetDistance = 3;
[SerializeField] private float targetFrequency = 1;
[HideInInspector] public Vector2 grapplePoint;
[HideInInspector] public Vector2 grappleDistanceVector;
[HideInInspector] public bool inDistanceRange = false;
void Start() {
m_camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
grappleRope.enabled = false;
m_springJoint2D.enabled = false;
m_distanceJoint2D.distance = targetDistance + .5f;
m_distanceJoint2D.enabled = false;
inDistanceRange = false;
}
void Update() {
// Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
// RotateGun(mousePos, true);
if (grappleRope.isGrappling && !inDistanceRange && Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) < targetDistance) {
// print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance);
inDistanceRange = true;
}
if (grappleRope.isGrappling) {
RotateGun(grapplePoint, true);
}
if (inDistanceRange) {
m_distanceJoint2D.enabled = true;
}
}
void RotateGun(Vector3 lookPoint, bool allowRotationOverTime) {
Vector3 distanceVector = lookPoint - gunPivot.position;
float angle = Mathf.Atan2(distanceVector.y, distanceVector.x) * Mathf.Rad2Deg;
if (rotateOverTime && allowRotationOverTime) {
gunPivot.rotation = Quaternion.Lerp(gunPivot.rotation, Quaternion.AngleAxis(angle, Vector3.forward), Time.deltaTime * rotationSpeed);
} else {
gunPivot.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
}
public void Grapple() {
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
// print("grapple");
m_springJoint2D.autoConfigureDistance = false;
m_distanceJoint2D.autoConfigureDistance = false;
m_springJoint2D.connectedAnchor = grapplePoint;
m_springJoint2D.enabled = true;
// print("Spring Joint Enabled");
// print("Sprint Joint Distance:" + m_springJoint2D.distance);
m_distanceJoint2D.connectedAnchor = grapplePoint;
}
public void GrappleToTambourine(GameObject tambourine) {
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
grappleRope.enabled = true;
grapplePoint = tambourine.transform.position;
m_springJoint2D.autoConfigureDistance = false;
m_distanceJoint2D.autoConfigureDistance = false;
m_springJoint2D.frequency = targetFrequency;
m_springJoint2D.connectedAnchor = grapplePoint;
m_springJoint2D.enabled = true;
// print("Spring Joint Enabled");
m_distanceJoint2D.connectedAnchor = grapplePoint;
}
public void GrappleToSurface(Vector2 surfacePoint) {
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
grappleRope.enabled = true;
grapplePoint = surfacePoint;
m_springJoint2D.autoConfigureDistance = false;
m_distanceJoint2D.autoConfigureDistance = false;
m_springJoint2D.frequency = targetFrequency;
m_springJoint2D.connectedAnchor = grapplePoint;
m_springJoint2D.enabled = true;
// print("Spring Joint Enabled");
m_distanceJoint2D.connectedAnchor = grapplePoint;
}
public void ReleaseGrapple() {
grappleRope.enabled = false;
m_springJoint2D.enabled = false;
m_distanceJoint2D.enabled = false;
inDistanceRange = false;
m_rigidBody2D.gravityScale = 1;
gunPivot.rotation = Quaternion.AngleAxis(90, Vector3.forward);
// print("disabled");
}
}