89 lines
3.3 KiB
C#
89 lines
3.3 KiB
C#
// ╔════════════════════════════════════════════════════════════════╗
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// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
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// ║ Licensed under Unity Asset Store Terms of Service: ║
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// ║ https://unity.com/legal/as-terms ║
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// ║ Use permitted only in compliance with the License. ║
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// ║ Distributed "AS IS", without warranty of any kind. ║
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// ╚════════════════════════════════════════════════════════════════╝
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#region
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using NWH.DWP2.ShipController;
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using UnityEngine;
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#if UNITY_EDITOR
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using NWH.NUI;
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using UnityEditor;
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#endif
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#endregion
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namespace NWH.DWP2.SailController
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{
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/// <summary>
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/// Rotates a transform based on player input from the AdvancedShipController.
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/// Used to control sail orientation in response to the RotateSail input axis.
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/// Typically attached to a sail boom or mast that rotates horizontally.
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/// Requires an AdvancedShipController component on a parent GameObject.
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/// </summary>
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public class SailRotator : MonoBehaviour
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{
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/// <summary>
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/// Local axis around which the transform rotates.
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/// Default (0, 1, 0) rotates around the Y-axis.
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/// Use negative values to reverse rotation direction.
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/// Magnitude is ignored - only direction matters.
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/// </summary>
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[Tooltip("Rotation axis of this transform.\r\nUse -1 to reverse the rotation.")]
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public Vector3 rotationAxis = new(0, 1, 0);
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/// <summary>
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/// Maximum rotation speed in degrees per second when input is at full deflection.
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/// Higher values allow faster sail adjustment.
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/// Combined with rotationAxis and player input to determine final rotation.
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/// </summary>
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[Tooltip(
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"Rotation speed of this transform in deg/s.\r\nMultiplied by the rotationAxis to get the final rotation.")]
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public float rotationSpeed = 50f;
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private AdvancedShipController _shipController;
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private void Awake()
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{
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_shipController = GetComponentInParent<AdvancedShipController>();
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Debug.Assert(_shipController != null, "SailController requires the AdvancedShipController to" +
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" be attached to one of the parents (does not have to be direct parent).");
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}
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private void Update()
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{
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float rotationAngle = _shipController.input.RotateSail * rotationSpeed * Time.deltaTime;
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transform.Rotate(rotationAngle * rotationAxis);
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}
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}
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}
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#if UNITY_EDITOR
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namespace NWH.DWP2.SailController
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{
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[CustomEditor(typeof(SailRotator))]
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[CanEditMultipleObjects]
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public class SailRotatorEditor : DWP2NUIEditor
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{
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public override bool OnInspectorNUI()
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{
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if (!base.OnInspectorNUI())
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{
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return false;
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}
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drawer.Field("rotationSpeed");
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drawer.Field("rotationAxis");
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drawer.EndEditor(this);
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return true;
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}
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}
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}
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#endif |