holopy3/Assets/SteamVR/InteractionSystem/Longbow/Scripts/Arrow.cs
2020-12-10 15:25:12 +01:00

277 lines
8.2 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: The arrow for the longbow
//
//=============================================================================
using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class Arrow : MonoBehaviour
{
public ParticleSystem glintParticle;
public Rigidbody arrowHeadRB;
public Rigidbody shaftRB;
public PhysicMaterial targetPhysMaterial;
private Vector3 prevPosition;
private Quaternion prevRotation;
private Vector3 prevVelocity;
private Vector3 prevHeadPosition;
public SoundPlayOneshot fireReleaseSound;
public SoundPlayOneshot airReleaseSound;
public SoundPlayOneshot hitTargetSound;
public PlaySound hitGroundSound;
private bool inFlight;
private bool released;
private bool hasSpreadFire = false;
private int travelledFrames = 0;
private GameObject scaleParentObject = null;
//-------------------------------------------------
void Start()
{
Physics.IgnoreCollision( shaftRB.GetComponent<Collider>(), Player.instance.headCollider );
}
//-------------------------------------------------
void FixedUpdate()
{
if ( released && inFlight )
{
prevPosition = transform.position;
prevRotation = transform.rotation;
prevVelocity = GetComponent<Rigidbody>().velocity;
prevHeadPosition = arrowHeadRB.transform.position;
travelledFrames++;
}
}
//-------------------------------------------------
public void ArrowReleased( float inputVelocity )
{
inFlight = true;
released = true;
airReleaseSound.Play();
if ( glintParticle != null )
{
glintParticle.Play();
}
if ( gameObject.GetComponentInChildren<FireSource>().isBurning )
{
fireReleaseSound.Play();
}
// Check if arrow is shot inside or too close to an object
RaycastHit[] hits = Physics.SphereCastAll( transform.position, 0.01f, transform.forward, 0.80f, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore );
foreach ( RaycastHit hit in hits )
{
if ( hit.collider.gameObject != gameObject && hit.collider.gameObject != arrowHeadRB.gameObject && hit.collider != Player.instance.headCollider )
{
Destroy( gameObject );
return;
}
}
travelledFrames = 0;
prevPosition = transform.position;
prevRotation = transform.rotation;
prevHeadPosition = arrowHeadRB.transform.position;
prevVelocity = GetComponent<Rigidbody>().velocity;
SetCollisionMode(CollisionDetectionMode.ContinuousDynamic);
Destroy( gameObject, 30 );
}
protected void SetCollisionMode(CollisionDetectionMode newMode, bool force = false)
{
Rigidbody[] rigidBodies = this.GetComponentsInChildren<Rigidbody>();
for (int rigidBodyIndex = 0; rigidBodyIndex < rigidBodies.Length; rigidBodyIndex++)
{
if (rigidBodies[rigidBodyIndex].isKinematic == false || force)
rigidBodies[rigidBodyIndex].collisionDetectionMode = newMode;
}
}
//-------------------------------------------------
void OnCollisionEnter( Collision collision )
{
if ( inFlight )
{
Rigidbody rb = GetComponent<Rigidbody>();
float rbSpeed = rb.velocity.sqrMagnitude;
bool canStick = ( targetPhysMaterial != null && collision.collider.sharedMaterial == targetPhysMaterial && rbSpeed > 0.2f );
bool hitBalloon = collision.collider.gameObject.GetComponent<Balloon>() != null;
if ( travelledFrames < 2 && !canStick )
{
// Reset transform but halve your velocity
transform.position = prevPosition - prevVelocity * Time.deltaTime;
transform.rotation = prevRotation;
Vector3 reflfectDir = Vector3.Reflect( arrowHeadRB.velocity, collision.contacts[0].normal );
arrowHeadRB.velocity = reflfectDir * 0.25f;
shaftRB.velocity = reflfectDir * 0.25f;
travelledFrames = 0;
return;
}
if ( glintParticle != null )
{
glintParticle.Stop( true );
}
// Only play hit sounds if we're moving quickly
if ( rbSpeed > 0.1f )
{
hitGroundSound.Play();
}
FireSource arrowFire = gameObject.GetComponentInChildren<FireSource>();
FireSource fireSourceOnTarget = collision.collider.GetComponentInParent<FireSource>();
if ( arrowFire != null && arrowFire.isBurning && ( fireSourceOnTarget != null ) )
{
if ( !hasSpreadFire )
{
collision.collider.gameObject.SendMessageUpwards( "FireExposure", gameObject, SendMessageOptions.DontRequireReceiver );
hasSpreadFire = true;
}
}
else
{
// Only count collisions with good speed so that arrows on the ground can't deal damage
// always pop balloons
if ( rbSpeed > 0.1f || hitBalloon )
{
collision.collider.gameObject.SendMessageUpwards( "ApplyDamage", SendMessageOptions.DontRequireReceiver );
gameObject.SendMessage( "HasAppliedDamage", SendMessageOptions.DontRequireReceiver );
}
}
if ( hitBalloon )
{
// Revert my physics properties cause I don't want balloons to influence my travel
transform.position = prevPosition;
transform.rotation = prevRotation;
arrowHeadRB.velocity = prevVelocity;
Physics.IgnoreCollision( arrowHeadRB.GetComponent<Collider>(), collision.collider );
Physics.IgnoreCollision( shaftRB.GetComponent<Collider>(), collision.collider );
}
if ( canStick )
{
StickInTarget( collision, travelledFrames < 2 );
}
// Player Collision Check (self hit)
if ( Player.instance && collision.collider == Player.instance.headCollider )
{
Player.instance.PlayerShotSelf();
}
}
}
//-------------------------------------------------
private void StickInTarget( Collision collision, bool bSkipRayCast )
{
Vector3 prevForward = prevRotation * Vector3.forward;
// Only stick in target if the collider is front of the arrow head
if ( !bSkipRayCast )
{
RaycastHit[] hitInfo;
hitInfo = Physics.RaycastAll( prevHeadPosition - prevVelocity * Time.deltaTime, prevForward, prevVelocity.magnitude * Time.deltaTime * 2.0f );
bool properHit = false;
for ( int i = 0; i < hitInfo.Length; ++i )
{
RaycastHit hit = hitInfo[i];
if ( hit.collider == collision.collider )
{
properHit = true;
break;
}
}
if ( !properHit )
{
return;
}
}
Destroy( glintParticle );
inFlight = false;
SetCollisionMode(CollisionDetectionMode.Discrete, true);
shaftRB.velocity = Vector3.zero;
shaftRB.angularVelocity = Vector3.zero;
shaftRB.isKinematic = true;
shaftRB.useGravity = false;
shaftRB.transform.GetComponent<BoxCollider>().enabled = false;
arrowHeadRB.velocity = Vector3.zero;
arrowHeadRB.angularVelocity = Vector3.zero;
arrowHeadRB.isKinematic = true;
arrowHeadRB.useGravity = false;
arrowHeadRB.transform.GetComponent<BoxCollider>().enabled = false;
hitTargetSound.Play();
// If the hit item has a parent, dock an empty object to that
// this fixes an issue with scaling hierarchy. I suspect this is not sustainable for a large object / scaling hierarchy.
scaleParentObject = new GameObject( "Arrow Scale Parent" );
Transform parentTransform = collision.collider.transform;
// Don't do this for weebles because of how it has a fixed joint
ExplosionWobble wobble = collision.collider.gameObject.GetComponent<ExplosionWobble>();
if ( !wobble )
{
if ( parentTransform.parent )
{
parentTransform = parentTransform.parent;
}
}
scaleParentObject.transform.parent = parentTransform;
// Move the arrow to the place on the target collider we were expecting to hit prior to the impact itself knocking it around
transform.parent = scaleParentObject.transform;
transform.rotation = prevRotation;
transform.position = prevPosition;
transform.position = collision.contacts[0].point - transform.forward * ( 0.75f - ( Util.RemapNumberClamped( prevVelocity.magnitude, 0f, 10f, 0.0f, 0.1f ) + Random.Range( 0.0f, 0.05f ) ) );
}
//-------------------------------------------------
void OnDestroy()
{
if ( scaleParentObject != null )
{
Destroy( scaleParentObject );
}
}
}
}