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CrowdControl/Assets/Feel/FeelDemos/SquashAndStretch/Scripts/FeelSquashAndStretchCarCont...

102 lines
2.3 KiB
C#

2 months ago
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.Feel
{
public class FeelSquashAndStretchCarController : MonoBehaviour
{
[Header("Car Settings")]
public float Speed = 2f;
public float RotationSpeed = 2f;
[Header("Bindings")]
public Collider BoundaryCollider;
public List<TrailRenderer> Trails;
public MMFeedbacks TeleportFeedbacks;
protected Vector2 _input;
protected Vector3 _rotationAxis = Vector3.up;
protected const string _horizontalAxis = "Horizontal";
protected const string _verticalAxis = "Vertical";
protected Bounds _bounds;
protected Vector3 _thisPosition;
protected Vector3 _newPosition;
protected float _trailTime = 0f;
protected virtual void Start()
{
_bounds = BoundaryCollider.bounds;
TeleportFeedbacks?.Initialization();
_trailTime = Trails[0].time;
}
protected virtual void HandleInput()
{
_input = FeelDemosInputHelper.GetDirectionAxis(ref _input);
}
protected virtual void Update()
{
HandleInput();
MoveCar();
HandleBounds();
}
protected virtual void MoveCar()
{
this.transform.Rotate(_rotationAxis, _input.x * Time.deltaTime * RotationSpeed);
this.transform.Translate(this.transform.forward * _input.y * Speed * Time.deltaTime, Space.World);
}
protected virtual void HandleBounds()
{
_newPosition = _thisPosition = this.transform.position;
if (_thisPosition.x < _bounds.min.x)
{
_newPosition.x = _bounds.max.x;
}
else if (_thisPosition.x > _bounds.max.x)
{
_newPosition.x = _bounds.min.x;
}
if (_thisPosition.z < _bounds.min.z)
{
_newPosition.z = _bounds.max.z;
}
else if (_thisPosition.z > _bounds.max.z)
{
_newPosition.z = _bounds.min.z;
}
if (_newPosition != _thisPosition)
{
StartCoroutine(TeleportSequence());
}
}
protected virtual IEnumerator TeleportSequence()
{
TeleportFeedbacks?.PlayFeedbacks();
SetTrails(false);
yield return MMCoroutine.WaitForFrames(1);
this.transform.position = _newPosition;
TeleportFeedbacks?.PlayFeedbacks();
SetTrails(true);
}
protected virtual void SetTrails(bool status)
{
foreach (TrailRenderer trail in Trails)
{
trail.Clear();
}
}
}
}