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CrowdControl/Assets/Feel/FeelDemosHDRP/Falcon/Scripts/Falcon.cs

165 lines
3.8 KiB
C#

2 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.Feel
{
public class Falcon : MonoBehaviour
{
[Header("Input")]
/// a key to use to jump
[Tooltip("a key to use to jump")]
public KeyCode ActionKey = KeyCode.Space;
/// a secondary key to use to jump
[Tooltip("a secondary key to use to jump")]
public KeyCode ActionKeyAlt = KeyCode.Joystick1Button0;
[Header("Bindings")]
/// the various wigglers that make the car move
[Tooltip("the various wigglers that make the car move")]
public List<MMWiggle> Wigglers;
/// the wiggler associated to the camera
[Tooltip("the wiggler associated to the camera")]
public MMWiggle CameraWiggler;
/// the ground's panning texture
[Tooltip("the ground's panning texture")]
public MMPanningTexture Offsetter;
/// the particles that are supposed to loop (rocks etc)
[Tooltip("the particles that are supposed to loop (rocks etc)")]
public List<ParticleSystem> ParticleLoops;
/// the on/off emitters (wind, smoke)
[Tooltip("the on/off emitters (wind, smoke)")]
public List<ParticleSystem> ParticleEmitters;
/// the wheels' auto rotators
[Tooltip("the wheels' auto rotators")]
public List<MMAutoRotate> AutoRotaters;
[Header("Settings")]
/// the speed at which the wheel should rotate
[Tooltip("the speed at which the wheel should rotate")]
public float RotationSpeed = 20f;
[Header("Feedbacks")]
/// a feedback to call when the car starts driving
[Tooltip("a feedback to call when the car starts driving")]
public MMFeedbacks DriveFeedback;
/// a feedback to call when the car stops
[Tooltip("a feedback to call when the car stops")]
public MMFeedbacks StopFeedback;
protected bool _turning;
/// <summary>
/// On Start, we turn the car off
/// </summary>
protected virtual void Start()
{
SetCar(false);
}
/// <summary>
/// Turns the car on or off depending on the status passed in parameters
/// </summary>
/// <param name="status"></param>
protected virtual void SetCar(bool status)
{
foreach (MMWiggle wiggler in Wigglers)
{
wiggler.PositionActive = status;
}
foreach (ParticleSystem system in ParticleEmitters)
{
if (status)
{
system.Play();
}
else
{
system.Stop();
}
}
foreach (ParticleSystem system in ParticleLoops)
{
if (status)
{
system.Play();
}
else
{
system.Pause();
}
}
foreach (MMAutoRotate rotater in AutoRotaters)
{
rotater.Rotating = status;
}
Offsetter.TextureShouldPan = status;
CameraWiggler.PositionActive = status;
CameraWiggler.RotationActive = status;
}
/// <summary>
/// On Update we look for input
/// </summary>
protected virtual void Update()
{
HandleInput();
HandleCar();
}
/// <summary>
/// Detects input
/// </summary>
protected virtual void HandleInput()
{
if (FeelDemosInputHelper.CheckMainActionInputPressed())
{
Drive();
}
if (FeelDemosInputHelper.CheckMainActionInputUpThisFrame())
{
TurnStop();
}
}
/// <summary>
/// Every frame, rotates the wheel if needed
/// </summary>
protected virtual void HandleCar()
{
if (_turning)
{
//RotatingPart.transform.Rotate(this.transform.right, RotationSpeed * Time.deltaTime);
}
}
/// <summary>
/// Makes the car drive, plays a feedback if it's just starting to turn this frame
/// </summary>
protected virtual void Drive()
{
if (!_turning)
{
DriveFeedback?.PlayFeedbacks();
SetCar(true);
}
_turning = true;
}
/// <summary>
/// Stops the car
/// </summary>
protected virtual void TurnStop()
{
DriveFeedback?.StopFeedbacks();
StopFeedback?.PlayFeedbacks();
SetCar(false);
_turning = false;
}
}
}