// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System.Collections.Generic;
using UnityEngine;
namespace Animancer.Examples.InverseKinematics
{
///
/// Spawns a bunch of obstacles and randomises them each time the target moves too far away.
///
[AddComponentMenu(Strings.MenuPrefix + "Examples/Inverse Kinematics - Obstacle Treadmill")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.InverseKinematics/ObstacleTreadmill")]
public sealed class ObstacleTreadmill : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private float _SpawnCount = 10;
[SerializeField] private Material _ObstacleMaterial;
[SerializeField] private float _Length;
[SerializeField] private float _RotationVariance = 45;
[SerializeField] private float _BaseScale = 1;
[SerializeField] private float _ScaleVariance = 0.1f;
[SerializeField] private Transform _Target;
/************************************************************************************************************************/
private readonly List Obstacles = new List();
/************************************************************************************************************************/
private void Awake()
{
// Spawn a bunch of obstacles and randomise their layout.
for (int i = 0; i < _SpawnCount; i++)
{
var obj = GameObject.CreatePrimitive(PrimitiveType.Capsule).transform;
obj.GetComponent().sharedMaterial = _ObstacleMaterial;
obj.parent = transform;
Obstacles.Add(obj);
}
ScrambleObjects();
}
/************************************************************************************************************************/
private void ScrambleObjects()
{
// Move and rotate each of the obstacles randomly.
for (int i = 0; i < Obstacles.Count; i++)
{
var obj = Obstacles[i];
obj.localPosition = new Vector3(UnityEngine.Random.Range(0, _Length), 0, 0);
obj.localRotation = Quaternion.Euler(90, UnityEngine.Random.Range(-_RotationVariance, _RotationVariance), 0);
obj.localScale = Vector3.one * (_BaseScale + UnityEngine.Random.Range(-_ScaleVariance, _ScaleVariance));
}
}
/************************************************************************************************************************/
private void FixedUpdate()
{
// When the target moves too far, teleport them back and randomize the obstacles again.
var position = _Target.position;
if (position.x < transform.position.x)
{
ScrambleObjects();
position.x += _Length;
// Adjust the height to make sure it is above the ground.
position.y += 5;
RaycastHit raycastHit;
if (Physics.Raycast(position, Vector3.down, out raycastHit, 10))
position = raycastHit.point;
_Target.position = position;
}
}
/************************************************************************************************************************/
[SerializeField]
private Transform _Ground;
public float Slope
{
get { return _Ground.localEulerAngles.z; }
set { _Ground.localEulerAngles = new Vector3(0, 0, value); }
}
/************************************************************************************************************************/
}
}