227 lines
7.4 KiB
C#
227 lines
7.4 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace BNG {
|
|
|
|
/// <summary>
|
|
/// Weapon slide on a pistol. Charges weapon and ejects casings.
|
|
/// </summary>
|
|
public class WeaponSlide : MonoBehaviour {
|
|
|
|
/// <summary>
|
|
/// Minimum distance slide will travel on Z axis
|
|
/// </summary>
|
|
public float MinLocalZ = -0.03f;
|
|
|
|
/// <summary>
|
|
/// Max distance slide will travel on Z axis
|
|
/// </summary>
|
|
public float MaxLocalZ = 0;
|
|
|
|
// Keep track of which way we are sliding
|
|
bool slidingBack = true;
|
|
|
|
/// <summary>
|
|
/// Is the Slide locked back due to last shot
|
|
/// </summary>
|
|
public bool LockedBack = false;
|
|
|
|
/// <summary>
|
|
/// Sound to play when slide is released back into position
|
|
/// </summary>
|
|
public AudioClip SlideReleaseSound;
|
|
|
|
/// <summary>
|
|
/// Sound to play after last shot has fired and slide is forced back
|
|
/// </summary>
|
|
public AudioClip LockedBackSound;
|
|
|
|
/// <summary>
|
|
/// 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
|
|
/// </summary>
|
|
public bool ZeroMassWhenNotHeld = true;
|
|
|
|
RaycastWeapon parentWeapon;
|
|
Grabbable parentGrabbable;
|
|
Vector3 initialLocalPos;
|
|
Grabbable thisGrabbable;
|
|
AudioSource audioSource;
|
|
Rigidbody rigid;
|
|
float initialMass;
|
|
|
|
/// <summary>
|
|
/// Lock the slide position in place
|
|
/// </summary>
|
|
Vector3 _lockPosition;
|
|
/// <summary>
|
|
/// If true then the slides position is locked in Update and cannot be moved
|
|
/// </summary>
|
|
bool lockSlidePosition;
|
|
|
|
void Start() {
|
|
initialLocalPos = transform.localPosition;
|
|
audioSource = GetComponent<AudioSource>();
|
|
parentWeapon = transform.parent.GetComponent<RaycastWeapon>();
|
|
parentGrabbable = transform.parent.GetComponent<Grabbable>();
|
|
thisGrabbable = GetComponent<Grabbable>();
|
|
rigid = GetComponent<Rigidbody>();
|
|
initialMass = rigid.mass;
|
|
|
|
if (parentWeapon != null) {
|
|
Physics.IgnoreCollision(GetComponent<Collider>(), parentWeapon.GetComponent<Collider>());
|
|
}
|
|
}
|
|
|
|
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));
|
|
}
|
|
}
|
|
}
|
|
}
|