Files
Fishing2/Packages/com.nwh.dynamicwaterphysics/Runtime/ShipController/Thruster.cs
2026-02-27 17:44:21 +08:00

145 lines
4.9 KiB
C#

// ╔════════════════════════════════════════════════════════════════╗
// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
// ║ Licensed under Unity Asset Store Terms of Service: ║
// ║ https://unity.com/legal/as-terms ║
// ║ Use permitted only in compliance with the License. ║
// ║ Distributed "AS IS", without warranty of any kind. ║
// ╚════════════════════════════════════════════════════════════════╝
#region
using System;
using UnityEngine;
using UnityEngine.Serialization;
#endregion
namespace NWH.DWP2.ShipController
{
/// <summary>
/// Lateral thruster for sideways ship movement.
/// Bow thrusters are mounted at the front for tight turning and docking, stern thrusters at the rear.
/// Multiple thrusters of each type can be added for increased lateral control.
/// </summary>
[Serializable]
public class Thruster
{
/// <summary>
/// Visual rotation direction of the thruster propeller.
/// </summary>
public enum RotationDirection
{
Left,
Right,
}
/// <summary>
/// Position of the thruster on the ship.
/// Determines which input controls it and the direction of thrust application.
/// </summary>
public enum ThrusterPosition
{
BowThruster,
SternThruster,
}
/// <summary>
/// Maximum thrust force in Newtons.
/// </summary>
[Tooltip("Max thrust in [N].")]
public float maxThrust;
/// <summary>
/// Display name for this thruster.
/// </summary>
[Tooltip("Name of the thruster - can be any string.")]
public string name = "Thruster";
/// <summary>
/// Position relative to ship transform where thrust force is applied.
/// </summary>
[Tooltip("Relative force application position.")]
public Vector3 position;
[FormerlySerializedAs("rotationDirection")]
[Tooltip("Rotation direction of the propeller. Visual only.")]
public RotationDirection propellerRotationDirection = RotationDirection.Right;
[Tooltip("Rotation speed of the propeller if assigned. Visual only.")]
public float propellerRotationSpeed = 1000f;
[Tooltip("Optional. Transform representing a propeller. Visual only.")]
public Transform propellerTransform;
[Tooltip("Time needed to reach maxThrust.")]
public float spinUpSpeed = 1f;
/// <summary>
/// Whether this is a bow or stern thruster.
/// </summary>
public ThrusterPosition thrusterPosition = ThrusterPosition.BowThruster;
private AdvancedShipController sc;
private float thrust;
/// <summary>
/// World space position where thrust force is applied.
/// </summary>
public Vector3 WorldPosition
{
get { return sc.transform.TransformPoint(position); }
}
/// <summary>
/// Current input value for this thruster from -1 to 1.
/// Automatically retrieves from the appropriate input channel based on thrusterPosition.
/// </summary>
public float Input
{
get
{
float input = 0;
if (thrusterPosition == ThrusterPosition.BowThruster)
{
input = -sc.input.BowThruster;
}
else
{
input = -sc.input.SternThruster;
}
return input;
}
}
/// <summary>
/// Initializes the thruster with a reference to its parent ship controller.
/// </summary>
/// <param name="sc">The ship controller this thruster belongs to.</param>
public void Initialize(AdvancedShipController sc)
{
this.sc = sc;
}
public virtual void Update()
{
float newThrust = maxThrust * -Input;
thrust = Mathf.MoveTowards(thrust, newThrust, spinUpSpeed * maxThrust * Time.fixedDeltaTime);
sc.vehicleRigidbody.AddForceAtPosition(thrust * sc.transform.right, WorldPosition);
if (propellerTransform != null)
{
float zRotation = Input * propellerRotationSpeed * Time.fixedDeltaTime;
if (propellerRotationDirection == RotationDirection.Right)
{
zRotation = -zRotation;
}
propellerTransform.RotateAround(propellerTransform.position, propellerTransform.forward, zRotation);
}
}
}
}