Files
Fishing2/Assets/Scripts/Fishing~/FWaterDisplacement.cs

289 lines
8.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class FWaterDisplacement : MonoBehaviour
{
public enum MoveCharacteristic
{
Custom = 0,
MoveUp_StopDown = 1,
MoveDown_100cm = 2,
MoveDown_150cm = 3,
TopWater = 4,
MoveDown = 5,
MoveUp_StopDown_Twisters = 6
}
public MoveCharacteristic moveCharacteristic;
public float objectDisplacement = 1f;
public float waterDrag = 3f;
public float waterMass = 3f;
public float outwaterMass = 6f;
public bool isInWater;
public bool isInTerrain;
public bool resetVelocityEnterToWater = true;
private float normalDrag;
public bool isFreeze;
public bool useSplashes = true;
public bool useSplashesOnlyInThrow;
public bool useWaterCurrent;
[HideInInspector] public Rigidbody rigidbody;
[HideInInspector] public Collider collider;
[HideInInspector] public float waterHeightPosition;
[HideInInspector] public float depth;
private FFishSystem fFishSystem;
public List<FFish> fishListCreated;
private void Start()
{
fFishSystem = FindObjectOfType<FFishSystem>();
rigidbody = GetComponent<Rigidbody>();
collider = GetComponent<Collider>();
normalDrag = rigidbody.linearDamping;
fishListCreated = new List<FFish>();
}
private void FixedUpdate()
{
if (isInWater)
{
depth = Mathf.Abs(transform.position.y);
}
else
{
depth = 0f;
}
AffectCharacteristic();
AffectCharacteristicNew();
}
private void Update()
{
}
private void AffectCharacteristic()
{
if (moveCharacteristic == MoveCharacteristic.Custom && !isFreeze && isInWater && transform.position.y < 0f &&
objectDisplacement > 0f)
{
transform.position = Vector3.MoveTowards(transform.position,
new Vector3(transform.position.x, waterHeightPosition, transform.position.z),
Time.deltaTime * objectDisplacement);
}
}
private void AffectCharacteristicNew()
{
if (isFreeze || !isInWater || transform.position.y >= -0.01f)
{
return;
}
float num = Vector3.Dot(rigidbody.linearVelocity, transform.forward);
Quaternion b = Quaternion.Euler(0f, rigidbody.transform.localEulerAngles.y, 0f);
rigidbody.rotation = Quaternion.Slerp(rigidbody.rotation, b, Time.deltaTime * 2f);
switch (moveCharacteristic)
{
case MoveCharacteristic.MoveDown:
if (num > 0.2f)
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * Mathf.Clamp01(num) * 2f,
ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.MoveUp_StopDown:
if (num > 0.2f)
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * Mathf.Clamp01(num), ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * 3f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.MoveUp_StopDown_Twisters:
if (num > 0.2f)
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * Mathf.Clamp01(num), ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * 2.5f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.TopWater:
if (num > 0.2f && transform.position.y >= -0.03f)
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.MoveDown_150cm:
if (num > 0.2f && transform.position.y > -1.5f)
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * Mathf.Clamp01(num) * 2f,
ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.MoveDown_100cm:
if (num > 0.2f && transform.position.y > -1f)
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * Mathf.Clamp01(num) * 2f,
ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.Custom:
break;
}
}
private void OnTriggerStay(Collider other)
{
if (other.CompareTag("Water"))
{
isInWater = true;
rigidbody.mass = waterMass;
waterHeightPosition = other.transform.position.y;
if (rigidbody.useGravity)
{
EnableDisableGravity(value: false);
}
if (rigidbody.linearDamping != waterDrag)
{
SetDragRigidbody(waterDrag);
}
if ((bool)fFishSystem)
{
fFishSystem.AddInwaterObject(this);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Water"))
{
rigidbody.freezeRotation = false;
isInWater = false;
rigidbody.mass = outwaterMass;
EnableDisableGravity(value: true);
SetDragRigidbody(normalDrag);
if ((bool)fFishSystem)
{
fFishSystem.DeleteInwaterObject(this);
}
}
}
private void EnableDisableGravity(bool value)
{
if (resetVelocityEnterToWater)
{
rigidbody.linearVelocity = Vector3.zero;
}
Rigidbody[] componentsInChildren = gameObject.GetComponentsInChildren<Rigidbody>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].useGravity = value;
}
}
private void SetDragRigidbody(float value)
{
Rigidbody[] componentsInChildren = gameObject.GetComponentsInChildren<Rigidbody>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].linearDamping = value;
}
}
public void ForceByWaterCurrent(Vector3 direction, float powerForce)
{
if (useWaterCurrent && isInWater)
{
rigidbody.AddForce(direction * powerForce, ForceMode.Acceleration);
}
}
private void BuildSplash(Vector3 contactPosition)
{
// if (useSplashes && !(rigidbody.linearVelocity.magnitude < 3f) &&
// (!FScriptsHandler.Instance.m_PlayerMain.currentRod || !useSplashesOnlyInThrow ||
// FScriptsHandler.Instance.m_PlayerMain.currentRod.currentReel.kablagOpenState) &&
// !(rigidbody.linearVelocity.y > 0f))
// {
// Vector3 vector = Vector3.one * (0.02f * Mathf.Abs(rigidbody.linearVelocity.y)) * transform.localScale.x;
// int num = 0;
// GameObject obj = Instantiate(FScriptsHandler.Instance.waterFishSplash[num]);
// obj.transform.position = new Vector3(contactPosition.x, 0.05f, contactPosition.z);
// obj.GetComponent<AudioSource>().volume = 0.5f * vector.x;
// vector = Vector3.ClampMagnitude(vector, 1f);
// obj.transform.localScale = vector;
// }
}
private void OnTriggerEnter(Collider col)
{
if (col.transform.CompareTag("Water"))
{
BuildSplash(new Vector3(transform.position.x, SceneSettings.Instance.WaterObject.transform.position.y,
transform.position.z));
}
}
private void OnDestroy()
{
if ((bool)fFishSystem)
{
fFishSystem.DeleteInwaterObject(this);
}
}
}