using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BNG {
///
/// Weapon slide on a pistol. Charges weapon and ejects casings.
///
public class WeaponSlide : MonoBehaviour {
///
/// Minimum distance slide will travel on Z axis
///
public float MinLocalZ = -0.03f;
///
/// Max distance slide will travel on Z axis
///
public float MaxLocalZ = 0;
// Keep track of which way we are sliding
bool slidingBack = true;
///
/// Is the Slide locked back due to last shot
///
public bool LockedBack = false;
///
/// Sound to play when slide is released back into position
///
public AudioClip SlideReleaseSound;
///
/// Sound to play after last shot has fired and slide is forced back
///
public AudioClip LockedBackSound;
///
/// When true, the slide will be set to 0 mass when not being held. This fixes jitter caused by the slide having a configurable joint attached to the weapon
///
public bool ZeroMassWhenNotHeld = true;
RaycastWeapon parentWeapon;
Grabbable parentGrabbable;
Vector3 initialLocalPos;
Grabbable thisGrabbable;
AudioSource audioSource;
Rigidbody rigid;
float initialMass;
///
/// Lock the slide position in place
///
Vector3 _lockPosition;
///
/// If true then the slides position is locked in Update and cannot be moved
///
bool lockSlidePosition;
void Start() {
initialLocalPos = transform.localPosition;
audioSource = GetComponent();
parentWeapon = transform.parent.GetComponent();
parentGrabbable = transform.parent.GetComponent();
thisGrabbable = GetComponent();
rigid = GetComponent();
initialMass = rigid.mass;
if (parentWeapon != null) {
Physics.IgnoreCollision(GetComponent(), parentWeapon.GetComponent());
}
}
public virtual void OnEnable() {
// Lock the slide in place when teleporting or snap turning
PlayerTeleport.OnBeforeTeleport += LockSlidePosition;
PlayerTeleport.OnAfterTeleport += UnlockSlidePosition;
//PlayerRotation.OnBeforeRotate += LockSlidePosition;
//PlayerRotation.OnAfterRotate += UnlockSlidePosition;
}
public virtual void OnDisable() {
PlayerTeleport.OnBeforeTeleport -= LockSlidePosition;
PlayerTeleport.OnAfterTeleport -= UnlockSlidePosition;
//PlayerRotation.OnBeforeRotate += LockSlidePosition;
//PlayerRotation.OnAfterRotate += UnlockSlidePosition;
}
// Update is called once per frame
void Update() {
// If our slide is currently locked just set it and return early
if(lockSlidePosition) {
transform.localPosition = _lockPosition;
return;
}
float localZ = transform.localPosition.z;
if (LockedBack) {
transform.localPosition = new Vector3(initialLocalPos.x, initialLocalPos.y, MinLocalZ);
// Not locking back if hand is holding this
if (thisGrabbable != null && thisGrabbable.BeingHeld) {
UnlockBack();
}
}
if (!LockedBack) {
// Clamp values
if (localZ <= MinLocalZ) {
transform.localPosition = new Vector3(initialLocalPos.x, initialLocalPos.y, MinLocalZ);
if (slidingBack) {
onSlideBack();
}
}
else if (localZ >= MaxLocalZ) {
transform.localPosition = new Vector3(initialLocalPos.x, initialLocalPos.y, MaxLocalZ);
// Moving forward
if (!slidingBack) {
onSlideForward();
}
}
}
}
void FixedUpdate() {
// Change mass of slider rigidbody. This prevents stuttering when the object is not held and the slide is back
if (ZeroMassWhenNotHeld && parentGrabbable.BeingHeld && rigid) {
rigid.mass = initialMass;
}
else if (ZeroMassWhenNotHeld && rigid) {
// Set mass to very low to prevent stuttering when not held
rigid.mass = 0.0001f;
}
}
public virtual void LockBack() {
if (!LockedBack) {
if (thisGrabbable.BeingHeld || parentGrabbable.BeingHeld) {
VRUtils.Instance.PlaySpatialClipAt(LockedBackSound, transform.position, 1f, 0.8f);
}
LockedBack = true;
}
}
public virtual void UnlockBack() {
if (LockedBack) {
if (thisGrabbable.BeingHeld || parentGrabbable.BeingHeld) {
VRUtils.Instance.PlaySpatialClipAt(SlideReleaseSound, transform.position, 1f, 0.9f);
}
LockedBack = false;
// This is considered a charge
if (parentWeapon != null) {
parentWeapon.OnWeaponCharged(false);
}
}
}
void onSlideBack() {
if (thisGrabbable.BeingHeld || parentGrabbable.BeingHeld) {
playSoundInterval(0, 0.2f, 0.9f);
}
if (parentWeapon != null) {
parentWeapon.OnWeaponCharged(true);
}
slidingBack = false;
}
void onSlideForward() {
if (thisGrabbable.BeingHeld || parentGrabbable.BeingHeld) {
playSoundInterval(0.2f, 0.35f, 1f);
}
slidingBack = true;
}
public virtual void LockSlidePosition() {
// Lock the slide position if we aren't holding the object
if (parentGrabbable.BeingHeld && !thisGrabbable.BeingHeld && !lockSlidePosition) {
_lockPosition = transform.localPosition;
lockSlidePosition = true;
}
}
public virtual void UnlockSlidePosition() {
if (lockSlidePosition) {
StartCoroutine(UnlockSlideRoutine());
}
}
public IEnumerator UnlockSlideRoutine() {
yield return new WaitForSeconds(0.2f);
lockSlidePosition = false;
}
void playSoundInterval(float fromSeconds, float toSeconds, float volume) {
if (audioSource) {
if (audioSource.isPlaying) {
audioSource.Stop();
}
audioSource.pitch = Time.timeScale;
audioSource.time = fromSeconds;
audioSource.volume = volume;
audioSource.Play();
audioSource.SetScheduledEndTime(AudioSettings.dspTime + (toSeconds - fromSeconds));
}
}
}
}