Files
DougDiggem/Assets/Scripts/Tools/GrappleGun.cs
T
2026-04-15 21:33:36 -05:00

129 lines
3.6 KiB
C#

using System.Collections;
using UnityEngine;
public class GrappleGun : Tool
{
[Header("Grapple Gun Parameters")]
public float range;
public float hookStickTime;
public GameObject hook;
bool isMoving = false;
bool stuckInTarget = false;
private Vector3 hookBaseLocation;
private Transform hookParent;
private void Start()
{
hookBaseLocation = hook.transform.localPosition;
hookParent = hook.transform.parent;
}
IEnumerator GoToTarget(Vector3 target)
{
GameManager.Instance.PlayerController.SetCharacterControl(false);
isMoving = true;
Vector3 startPosition = hook.transform.position;
float elapsedTime = 0f;
while (elapsedTime < hookStickTime)
{
float t = elapsedTime / hookStickTime;
hook.transform.position = Vector3.Lerp(startPosition, target, t);
elapsedTime += Time.deltaTime;
yield return null;
}
// Ensure final position is exact
hook.transform.position = target;
hook.transform.parent = null;
isMoving = false;
stuckInTarget = true;
StartCoroutine(MovePlayerToTarget(target));
}
IEnumerator MovePlayerToTarget(Vector3 target)
{
Transform player = GameManager.Instance.PlayerController.transform;
Vector3 startPosition = player.position;
float elapsedTime = 0f;
while (elapsedTime < hookStickTime)
{
float t = elapsedTime / hookStickTime;
player.position = Vector3.Lerp(startPosition, target, t);
elapsedTime += Time.deltaTime;
yield return null;
}
// Ensure final position is exact
player.position = target;
stuckInTarget = false;
hook.transform.parent = hookParent;
hook.transform.localPosition = hookBaseLocation;
isMoving = false;
stuckInTarget = false;
GameManager.Instance.PlayerController.SetCharacterControl(true);
}
IEnumerator ShootAndMiss()
{
GameManager.Instance.PlayerController.SetCharacterControl(false);
isMoving = true;
// move to edge of range and don't stick anywhere
Vector3 startPosition = hook.transform.position;
Vector3 target = transform.position + (transform.forward * range);
float elapsedTime = 0f;
while (elapsedTime < hookStickTime)
{
float t = elapsedTime / hookStickTime;
hook.transform.position = Vector3.Lerp(startPosition, target, t);
elapsedTime += Time.deltaTime;
yield return null;
}
hook.transform.localPosition = hookBaseLocation;
isMoving = false;
stuckInTarget = false;
GameManager.Instance.PlayerController.SetCharacterControl(true);
}
public override void Use()
{
if (stuckInTarget || isMoving)
{
StopAllCoroutines();
hook.transform.parent = hookParent;
hook.transform.localPosition = hookBaseLocation;
isMoving = false;
stuckInTarget = false;
GameManager.Instance.PlayerController.SetCharacterControl(true);
}
else
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit, range))
{
StartCoroutine(GoToTarget(hit.point));
}
else
{
StartCoroutine(ShootAndMiss());
}
}
}
public override void UseAlt()
{
throw new System.NotImplementedException();
}
}