113 lines
3.2 KiB
C#
113 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BNG {
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/// <summary>
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/// An example Grabbable that lets you move along a designated path
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/// </summary>
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public class Zipline : GrabbableEvents {
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public Transform ZiplineStart;
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public Transform ZiplineEnd;
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public float ZiplineSpeed = 1;
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public bool UseLinearMovement = true;
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float lastMoveTime = -1f;
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bool movingForward = true;
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AudioSource audioSource;
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void Start() {
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// Start off by orienting the zipline holder
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if(ZiplineEnd != null) {
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transform.LookAt(ZiplineEnd.position);
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}
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audioSource = GetComponent<AudioSource>();
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}
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void Update() {
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// Play vs. stop sound
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if (Time.time - lastMoveTime < 0.1f) {
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// Raise the pitch a little bit if we are moving forwards
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if(movingForward) {
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audioSource.pitch = Time.timeScale * 1f;
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}
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else {
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audioSource.pitch = Time.timeScale * 0.95f;
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}
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// Make sure the clip is playing
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if(!audioSource.isPlaying) {
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audioSource.Play();
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}
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}
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else if(audioSource.isPlaying) {
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audioSource.Stop();
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}
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}
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void OnDrawGizmosSelected() {
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if (ZiplineStart != null && ZiplineEnd != null) {
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// Draws a blue line from this transform to the target
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Gizmos.color = Color.green;
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Gizmos.DrawLine(ZiplineStart.position, ZiplineEnd.position);
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}
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}
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public override void OnTrigger(float triggerValue) {
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if (triggerValue > 0.5f) {
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moveTowards(ZiplineEnd.position, true);
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}
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base.OnTrigger(triggerValue);
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}
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public override void OnButton1() {
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moveTowards(ZiplineStart.position, false);
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base.OnButton1();
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}
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public override void OnButton2() {
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moveTowards(ZiplineEnd.position, true);
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base.OnButton2();
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}
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void moveTowards(Vector3 pos, bool forwardDirection) {
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lastMoveTime = Time.time;
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movingForward = forwardDirection;
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// Orient Zipline
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if (forwardDirection) {
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transform.LookAt(pos);
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}
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else {
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// If backward, look at object from rear
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transform.LookAt(2 * transform.position - pos);
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}
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// Linear Movement
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if (UseLinearMovement) {
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transform.position = Vector3.MoveTowards(transform.position, pos, ZiplineSpeed * Time.fixedDeltaTime);
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}
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// Lerp
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else {
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transform.position = Vector3.Lerp(transform.position, pos, ZiplineSpeed * Time.deltaTime);
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}
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// Haptics
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if(input && thisGrabber) {
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input.VibrateController(0.1f, 0.1f, 0.1f, thisGrabber.HandSide);
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}
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}
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}
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}
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