452 lines
16 KiB
C#
452 lines
16 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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namespace BNG {
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/// <summary>
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/// An example bow item. Configurable force and damage.
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/// </summary>
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public class Bow : GrabbableEvents {
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[Header("Bow Settings")]
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/// <summary>
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/// How much force to apply to the arrow, multiplied by how far back the bow is pulled
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/// </summary>
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[Tooltip("")]
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public float BowForce = 50f;
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[Tooltip("If True the BowModel Transform will align itself with the grabber holding the arrow")]
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public bool AlignBowToArrow = true;
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[Tooltip("If AlignBowToArrow is true this transform will align itself with the grabber holding the arrow")]
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public Transform BowModel;
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[Header("Arrow Settings")]
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[Tooltip("Arrow will rotate around this if bow is held in left hand or ArrowRestLeftHanded is null")]
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public Transform ArrowRest;
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/// <summary>
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/// If true, the player can grab a new arrow by holding the trigger down near the knock
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/// </summary>
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public bool CanGrabArrowFromKnock = true;
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[Tooltip("Name of the prefab used to create an arrow. Must be in a /Resources/ directory.")]
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public string ArrowPrefabName = "Arrow2";
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[Tooltip("Arrow will rotate around this if bow is being held in right hand")]
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public Transform ArrowRestLeftHanded; // Arrow will rotate around this
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public Transform ArrowKnock; // Pull this back
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[Header("Arrow Positioning")]
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public bool IgnoreXPosition = false;
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public bool IgnoreYPosition = false;
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public bool AllowNegativeZ = true;
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[Header("Arrow Grabbing")]
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public bool CanGrabArrow = false;
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[HideInInspector]
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public Grabber ClosestGrabber;
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[HideInInspector]
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public Arrow GrabbedArrow;
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Grabbable arrowGrabbable;
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[HideInInspector]
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public Grabber arrowGrabber; // Which grabber is Grabbing the Arrow
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[HideInInspector]
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public Vector3 LastValidPosition;
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[Header("String Settings")]
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public float MaxStringDistance = 0.3f;
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public float StringDistance = 0;
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public float DrawPercent { get; private set; } = 0;
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private float _lastDrawPercent; // DrawPercent Last Frame
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private float _lastDrawHaptic;
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private float _lastDrawHapticTime; // Last time.time we played a haptic
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private bool playedDrawSound = false;
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Vector3 initialKnockPosition;
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bool holdingArrow = false;
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Grabbable bowGrabbable;
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[Header("Debug Text")]
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public Text PercentageUI;
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// Used for bow haptics
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List<DrawDefinition> drawDefs;
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AudioSource audioSource;
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void Start() {
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initialKnockPosition = ArrowKnock.localPosition;
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bowGrabbable = GetComponent<Grabbable>();
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audioSource = GetComponent<AudioSource>();
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// Define a few haptic positions
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drawDefs = new List<DrawDefinition>() {
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{ new DrawDefinition() { DrawPercentage = 30f, HapticAmplitude = 0.1f, HapticFrequency = 0.1f } },
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{ new DrawDefinition() { DrawPercentage = 40f, HapticAmplitude = 0.1f, HapticFrequency = 0.1f } },
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{ new DrawDefinition() { DrawPercentage = 50f, HapticAmplitude = 0.1f, HapticFrequency = 0.1f } },
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{ new DrawDefinition() { DrawPercentage = 60f, HapticAmplitude = 0.1f, HapticFrequency = 0.1f } },
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{ new DrawDefinition() { DrawPercentage = 70f, HapticAmplitude = 0.1f, HapticFrequency = 0.1f } },
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{ new DrawDefinition() { DrawPercentage = 80f, HapticAmplitude = 0.1f, HapticFrequency = 0.1f } },
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{ new DrawDefinition() { DrawPercentage = 90f, HapticAmplitude = 0.1f, HapticFrequency = 0.9f } },
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{ new DrawDefinition() { DrawPercentage = 100f, HapticAmplitude = 0.1f, HapticFrequency = 1f } },
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};
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}
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void Update() {
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updateDrawDistance();
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checkBowHaptics();
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// Dropped bow. Make sure arrow has been fired
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if (!bowGrabbable.BeingHeld) {
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// Dropped bow; release arrow
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if(holdingArrow) {
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ReleaseArrow();
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}
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resetStringPosition();
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return;
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}
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holdingArrow = GrabbedArrow != null;
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// Grab an arrow by holding trigger in grab area
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if (canGrabArrowFromKnock()) {
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GameObject arrow = Instantiate(Resources.Load(ArrowPrefabName, typeof(GameObject))) as GameObject;
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arrow.transform.position = ArrowKnock.transform.position;
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arrow.transform.LookAt(getArrowRest());
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// Use trigger when grabbing from knock
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Grabbable g = arrow.GetComponent<Grabbable>();
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g.GrabButton = GrabButton.Trigger;
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// We will apply our own velocity on drop
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g.AddControllerVelocityOnDrop = false;
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GrabArrow(arrow.GetComponent<Arrow>());
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}
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// No arrow, lerp knock back to start
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if (GrabbedArrow == null) {
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resetStringPosition();
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}
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if(arrowGrabber != null) {
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StringDistance = Vector3.Distance(transform.position, arrowGrabber.transform.position);
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}
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else {
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StringDistance = 0;
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}
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// Move arrow knock, align the arrow
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if (holdingArrow) {
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setKnockPosition();
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alignArrow();
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checkDrawSound();
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checkBowHaptics();
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// Let Go of Trigger, shoot arrow
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if (getGrabArrowInput() <= 0.2f) {
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ReleaseArrow();
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}
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}
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alignBow();
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}
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Transform getArrowRest() {
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if(bowGrabbable.GetPrimaryGrabber() != null && bowGrabbable.GetPrimaryGrabber().HandSide == ControllerHand.Right && ArrowRestLeftHanded != null) {
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return ArrowRestLeftHanded;
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}
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return ArrowRest;
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}
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bool canGrabArrowFromKnock() {
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// Setting override
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if(!CanGrabArrowFromKnock) {
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return false;
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}
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// Use opposite hand of what's holding the bow
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ControllerHand hand = bowGrabbable.GetControllerHand(bowGrabbable.GetPrimaryGrabber()) == ControllerHand.Left ? ControllerHand.Right : ControllerHand.Left;
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return CanGrabArrow && getTriggerInput(hand) > 0.75f && !holdingArrow;
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}
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float getGrabArrowInput() {
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// If we are holding an arrow, check the arrow details for input
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if (arrowGrabber != null && arrowGrabbable != null) {
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GrabButton grabButton = arrowGrabber.GetGrabButton(arrowGrabbable);
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// Grip Controls
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if (grabButton == GrabButton.Grip) {
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return getGripInput(arrowGrabber.HandSide);
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}
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// Trigger
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else if (grabButton == GrabButton.Trigger) {
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return getTriggerInput(arrowGrabber.HandSide);
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}
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}
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return 0;
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}
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float getGripInput(ControllerHand handSide) {
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if (handSide == ControllerHand.Left) {
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return input.LeftGrip;
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}
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else if (handSide == ControllerHand.Right) {
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return input.RightGrip;
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}
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return 0;
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}
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float getTriggerInput(ControllerHand handSide) {
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if (handSide == ControllerHand.Left) {
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return input.LeftTrigger;
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}
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else if (handSide == ControllerHand.Right) {
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return input.RightTrigger;
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}
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return 0;
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}
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void setKnockPosition() {
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// Set knock to hand if within range
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if(StringDistance <= MaxStringDistance) {
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ArrowKnock.position = arrowGrabber.transform.position;
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}
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else {
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ArrowKnock.localPosition = initialKnockPosition;
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ArrowKnock.LookAt(arrowGrabber.transform, ArrowKnock.forward);
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ArrowKnock.position += ArrowKnock.forward * (MaxStringDistance * 0.65f);
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}
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// Constrain position
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if (IgnoreXPosition) {
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ArrowKnock.localPosition = new Vector3(getArrowRest().localPosition.x, ArrowKnock.localPosition.y, ArrowKnock.localPosition.z);
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}
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if (IgnoreYPosition) {
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ArrowKnock.localPosition = new Vector3(ArrowKnock.localPosition.x, 0, ArrowKnock.localPosition.z);
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}
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// Z Position
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if(!AllowNegativeZ && ArrowKnock.localPosition.z > initialKnockPosition.z) {
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ArrowKnock.localPosition = new Vector3(ArrowKnock.localPosition.x, ArrowKnock.localPosition.y, initialKnockPosition.z);
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}
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}
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void checkDrawSound() {
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if(holdingArrow && !playedDrawSound && DrawPercent > 30f) {
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playBowDraw();
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playedDrawSound = true;
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}
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}
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void updateDrawDistance() {
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_lastDrawPercent = DrawPercent;
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float knockDistance = Math.Abs(Vector3.Distance(ArrowKnock.localPosition, initialKnockPosition));
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DrawPercent = (knockDistance / MaxStringDistance) * 100;
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if (PercentageUI != null) {
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PercentageUI.text = (int)DrawPercent + "%";
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}
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}
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void checkBowHaptics() {
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// If we aren't pulling back then skip the check
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// Only apply haptics on pull back
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if (DrawPercent < _lastDrawPercent) {
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return;
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}
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// Don't apply haptics if we just applied them recently
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if(Time.time - _lastDrawHapticTime < 0.11) {
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return;
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}
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if(drawDefs == null) {
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return;
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}
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DrawDefinition d = drawDefs.FirstOrDefault(x => x.DrawPercentage <= DrawPercent && x.DrawPercentage != _lastDrawHaptic);
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if(d != null && arrowGrabber != null) {
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input.VibrateController(d.HapticFrequency, d.HapticAmplitude, 0.1f, arrowGrabber.HandSide);
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_lastDrawHaptic = d.DrawPercentage;
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_lastDrawHapticTime = Time.time;
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}
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}
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void resetStringPosition() {
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ArrowKnock.localPosition = Vector3.Lerp(ArrowKnock.localPosition, initialKnockPosition, Time.deltaTime * 100);
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}
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protected virtual void alignArrow() {
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GrabbedArrow.transform.parent = this.transform;
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GrabbedArrow.GetComponent<Rigidbody>().collisionDetectionMode = CollisionDetectionMode.Discrete;
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GrabbedArrow.GetComponent<Rigidbody>().isKinematic = true;
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GrabbedArrow.transform.position = ArrowKnock.transform.position;
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GrabbedArrow.transform.LookAt(getArrowRest());
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}
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public Vector3 BowUp = Vector3.forward;
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public float AlignBowSpeed = 20f;
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protected virtual void alignBow() {
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// Bail early
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if (AlignBowToArrow == false || BowModel == null || grab == null || !grab.BeingHeld) {
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return;
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}
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// Reset Alignment
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if(grab != null && grab.BeingHeld) {
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if(holdingArrow) {
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if (GrabbedArrow != null) {
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BowModel.transform.rotation = GrabbedArrow.transform.rotation;
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}
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else {
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BowModel.transform.localRotation = Quaternion.Slerp(BowModel.transform.localRotation, Quaternion.identity, Time.deltaTime * AlignBowSpeed);
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}
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Vector3 eulers = BowModel.transform.localEulerAngles;
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eulers.z = 0;
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BowModel.transform.localEulerAngles = eulers;
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}
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else {
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BowModel.transform.localRotation = Quaternion.Slerp(BowModel.transform.localRotation, Quaternion.identity, Time.deltaTime * AlignBowSpeed);
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}
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}
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}
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public virtual void ResetBowAlignment() {
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if (BowModel != null) {
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BowModel.localEulerAngles = Vector3.zero;
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}
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}
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public void GrabArrow(Arrow arrow) {
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arrowGrabber = ClosestGrabber;
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// Signal the grabbable that we're being held
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GrabbedArrow = arrow.GetComponent<Arrow>();
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GrabbedArrow.ShaftCollider.enabled = false;
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arrowGrabbable = arrow.GetComponent<Grabbable>();
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if (arrowGrabbable) {
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arrowGrabbable.GrabItem(arrowGrabber);
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arrowGrabber.HeldGrabbable = arrowGrabbable;
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arrowGrabbable.AddControllerVelocityOnDrop = false;
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}
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Collider playerCollder = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren<Collider>();
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if(playerCollder) {
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Physics.IgnoreCollision(GrabbedArrow.ShaftCollider, playerCollder);
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}
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holdingArrow = true;
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}
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public void ReleaseArrow() {
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// Start sound immediately
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playBowRelease();
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// No longer "holding" the arrow
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if (arrowGrabbable) {
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// Reset Arrow Grab to Grip
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arrowGrabbable.GrabButton = GrabButton.Grip;
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arrowGrabbable.DropItem(false, true);
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// We can apply velocity now
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arrowGrabbable.AddControllerVelocityOnDrop = true;
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}
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// Calculate shot force
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float shotForce = BowForce * StringDistance;
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GrabbedArrow.ShootArrow(GrabbedArrow.transform.forward * shotForce);
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// Make sure hands are showing if we hid them
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arrowGrabber.ResetHandGraphics();
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resetArrowValues();
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}
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public override void OnRelease() {
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ResetBowAlignment();
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resetStringPosition();
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}
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// Make sure all starting values are reset
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void resetArrowValues() {
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GrabbedArrow = null;
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arrowGrabbable = null;
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arrowGrabber = null;
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holdingArrow = false;
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playedDrawSound = false;
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}
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void playSoundInterval(float fromSeconds, float toSeconds, float volume) {
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if(audioSource) {
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if(audioSource.isPlaying) {
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audioSource.Stop();
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}
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audioSource.pitch = Time.timeScale;
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audioSource.time = fromSeconds;
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audioSource.volume = volume;
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audioSource.Play();
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audioSource.SetScheduledEndTime(AudioSettings.dspTime + (toSeconds - fromSeconds));
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}
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}
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void playBowDraw() {
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playSoundInterval(0, 1.66f, 0.4f);
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}
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void playBowRelease() {
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playSoundInterval(1.67f, 2.2f, 0.3f);
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}
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}
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/// <summary>
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/// A list of how and when to play a haptic according to DrawPercentage
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/// </summary>
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public class DrawDefinition {
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public float DrawPercentage { get; set; }
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public float HapticAmplitude { get; set; }
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public float HapticFrequency { get; set; }
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}
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}
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