Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Player/Extra Movements/portableWalkOnBalanceTriggerSystem.cs

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3.9 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class portableWalkOnBalanceTriggerSystem : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public LayerMask raycastLayermask;
public float maxRaycastDistance;
public bool adjustEndToAnyDistance;
public bool activateOnStart;
[Space]
[Header ("Other Settings")]
[Space]
public bool checkSurfaceLayer;
public LayerMask layerSurface;
public float raycastRadius;
public bool destroyObjectIfSurfaceNotFound;
public bool checkSurfaceInclination;
public float minSurfaceInclination;
[Space]
[Header ("Debug")]
[Space]
public bool showDebugPrint;
[Space]
[Header ("Components")]
[Space]
public Transform pivotTransform;
public Transform startTransform;
public Transform endTransform;
RaycastHit hit;
void Start ()
{
if (activateOnStart) {
activateWalkOnBalanceTrigger ();
}
}
public void activateWalkOnBalanceTrigger ()
{
if (checkSurfaceLayer) {
Collider[] hits = Physics.OverlapSphere (transform.position, raycastRadius);
if (hits.Length <= 0) {
if (destroyObjectIfSurfaceNotFound) {
if (showDebugPrint) {
print ("No surface found on portacle walk on balance trigger system, destroy object");
}
Destroy (gameObject);
}
}
if (checkSurfaceInclination) {
Vector3 rayPosition = transform.position;
for (int i = 0; i < hits.Length; i++) {
Vector3 heading = hits [i].transform.position - rayPosition;
float distance = heading.magnitude;
Vector3 rayDirection = heading / distance;
if (Physics.Raycast (rayPosition, rayDirection, out hit, distance + 1, raycastLayermask)) {
float hitAngle = Vector3.Angle (Vector3.up, hit.normal);
if (showDebugPrint) {
print ("Angle with surface found of " + hitAngle + " degrees");
}
if (Mathf.Abs (hitAngle) < minSurfaceInclination) {
if (showDebugPrint) {
print ("Surface angle not possible for portacle walk on balance trigger system, destroy object");
}
Destroy (gameObject);
}
}
}
}
}
Vector3 raycastPosition = transform.position;
Vector3 raycastDirection = transform.forward;
float raycastDistance = maxRaycastDistance;
if (Physics.Raycast (raycastPosition, raycastDirection, out hit, raycastDistance, raycastLayermask)) {
transform.rotation = Quaternion.LookRotation (hit.normal);
transform.position = hit.point + hit.normal * 0.1f;
transform.eulerAngles = new Vector3 (0, transform.eulerAngles.y, 0);
} else {
Collider[] hits = Physics.OverlapSphere (transform.position, raycastRadius);
bool surfaceLocated = false;
Vector3 rayPosition = transform.position;
for (int i = 0; i < hits.Length; i++) {
if (!surfaceLocated) {
Vector3 heading = hits [i].transform.position - rayPosition;
float distance = heading.magnitude;
Vector3 rayDirection = heading / distance;
if (Physics.Raycast (rayPosition, rayDirection, out hit, distance + 1, raycastLayermask)) {
transform.rotation = Quaternion.LookRotation (hit.normal);
transform.position = hit.point + hit.normal * 0.1f;
surfaceLocated = true;
}
}
}
}
raycastDirection = transform.forward;
raycastPosition = transform.position;
if (adjustEndToAnyDistance) {
raycastDistance = Mathf.Infinity;
}
Vector3 targetPosition = transform.position;
if (Physics.Raycast (raycastPosition, raycastDirection, out hit, raycastDistance, raycastLayermask)) {
targetPosition = hit.point;
} else {
targetPosition += transform.forward * maxRaycastDistance;
}
startTransform.position = transform.position;
endTransform.position = targetPosition;
float scaleZ = GKC_Utils.distance (startTransform.position, endTransform.position);
float finalScaleValue = scaleZ + (scaleZ * 0.01f) + 0.5f;
pivotTransform.localScale = new Vector3 (1, 1, finalScaleValue);
}
}