109 lines
3.0 KiB
C#
109 lines
3.0 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using static UnityEngine.GraphicsBuffer;
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public class ThrowableHand : Tool
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{
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[Header("Throwable Hand Parameters")]
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public float range;
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public float forceModifier;
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public float loft;
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public GameObject testBomb;
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// Mathematical plane used to catch the raycast from camera to get direction for
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// looking at the mouse
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private Plane handGroundPlane;
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private DecalProjector targetProjection;
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private float throwForce;
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private void Update()
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{
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if (GameManager.Instance.PlayerController != null)
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{
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DrawTargetProjection();
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}
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}
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private void SetGroundPlane()
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{
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if (handGroundPlane == null)
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{
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handGroundPlane = new Plane(Vector3.up, -GameManager.Instance.PlayerController.DougBody.transform.position.y);
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}
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handGroundPlane.distance = -GameManager.Instance.PlayerController.DougBody.transform.position.y;
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handGroundPlane.normal = Vector3.up;
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}
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private void DrawTargetProjection()
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{
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if (targetProjection == null)
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{
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targetProjection = GetComponentInChildren<DecalProjector>();
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}
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Transform player = GameManager.Instance.PlayerController.DougBody.transform;
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Transform camera = GameManager.Instance.PlayerController.cameraController.MainCamera.transform;
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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Vector3 targetPoint;
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// First try real world geometry
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if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
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{
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targetPoint = hit.point;
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}
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else
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{
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// Fallback plane if nothing hit
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Plane plane = new Plane(Vector3.up, player.position);
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if (!plane.Raycast(ray, out float distance))
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return;
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targetPoint = ray.GetPoint(distance);
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}
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// Flatten relative to player
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Vector3 offset = targetPoint - player.position;
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offset.y = 0f;
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// Clamp range
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offset = Vector3.ClampMagnitude(offset, range);
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throwForce = offset.magnitude;
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// Final position
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Vector3 finalPosition = player.position + offset;
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// Snap back to ground
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if (Physics.Raycast(
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finalPosition + Vector3.up * 10f,
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Vector3.down,
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out RaycastHit groundHit,
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50f))
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{
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finalPosition = groundHit.point;
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}
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targetProjection.transform.position = finalPosition;
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}
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public override void Use()
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{
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GameObject newBomb = Instantiate(testBomb);
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newBomb.transform.position = transform.position;
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Vector3 direction = transform.forward * throwForce * forceModifier;
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direction += GameManager.Instance.PlayerController.GetVelocity();
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direction.y = loft;
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newBomb.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
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}
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public override void UseAlt()
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{
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throw new System.NotImplementedException();
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}
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}
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