Files
project-reset/Assets/Scripts/Items/Weapons/ShurikenActor.cs
Chris 631627009b feat: update shuriken behaviour
shuriken now rotates better
goes towards both target and nothing if no target
hitbox spawns in right location
2026-01-16 17:42:34 -05:00

148 lines
5.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Services.Relay.Models;
using UnityEngine;
using UnityEngine.Assertions.Must;
using Quaternion = UnityEngine.Quaternion;
using Random = UnityEngine.Random;
using Vector3 = UnityEngine.Vector3;
namespace Reset.Items{
public class ShurikenActor : WeaponActor{
public GameObject bladeRing;
public Transform target;
private Vector3 targetPosition;
private Transform originalParent;
private Quaternion originalRotation;
private Vector3 originalPosition;
private Vector3 originalWorldPosition;
private float rotateSpeed;
private float rotateSpeedTarget;
private float rotationAcceleration;
private Quaternion targetRotation;
void Awake(){
// Register Weapon Events
weaponEvents.Add("Set Target", SetTarget);
weaponEvents.Add("Fly To Target", FlyToTarget);
weaponEvents.Add("Fly To Hand", FlyToHand);
weaponEvents.Add("Return To Hand", ReturnToHand);
}
void SetTarget(){
target = null;
Debug.Log($"{weaponVariables["target"]}, {weaponVariables["target"] as GameObject}");
if (weaponVariables["target"] != null) {
target = (weaponVariables["target"] as Transform);
}
}
void FlyToTarget(){
rotateSpeedTarget = 1200f;
rotationAcceleration = 200f;
RegisterWeaponVariable("state", "Flying To Target");
float randomRot = Random.Range(-90f, 180f);
targetRotation = transform.rotation * originalRotation * Quaternion.AngleAxis(randomRot, Vector3.up);
originalParent = relatedObject.transform.parent;
originalPosition = relatedObject.transform.localPosition;
originalRotation = relatedObject.transform.localRotation;
originalWorldPosition = relatedObject.transform.position;
relatedObject.transform.SetParent(null, true);
}
void FlyToHand(){
rotateSpeed = 3000f;
rotateSpeedTarget = 50f;
rotationAcceleration = 2f;
RegisterWeaponVariable("state", new string("Flying To Hand"));
}
void ReturnToHand(){
rotateSpeedTarget = 250f;
rotationAcceleration = 1f;
RegisterWeaponVariable("state", new string("Back In Hand"));
relatedObject.transform.SetParent(originalParent);
relatedObject.transform.localPosition = originalPosition;
relatedObject.transform.localRotation = originalRotation;
target = null;
}
void Start(){
// Save refernce to the blade outer ring
bladeRing = relatedObject.transform.GetChild(0).gameObject;
}
void Update(){
if (target) {
targetPosition = target.transform.position;
} else {
targetPosition = transform.position + transform.forward * 10f + Vector3.up;
}
rotateSpeed = Mathf.Lerp(rotateSpeed, rotateSpeedTarget, rotationAcceleration * Time.deltaTime);
bladeRing.transform.Rotate(Vector3.up * (rotateSpeed * Time.deltaTime));
Debug.Log((string)ReadWeaponVariable<string>("state"));
// Fly to the target
if ((string)ReadWeaponVariable<string>("state") == "Flying To Target") {
float offset = 9f;
Vector3 startPos = relatedObject.transform.position;
Vector3 endPos = targetPosition;
Vector3 center = (startPos + endPos) / 2f;
center -= new Vector3(0f, offset, 0f);
Vector3 relativeCenter = startPos - center;
Vector3 relativeEnd = endPos - center;
relatedObject.transform.position = Vector3.Slerp(relativeCenter, relativeEnd, 5f * Time.deltaTime) + center;
relatedObject.transform.rotation = Quaternion.Lerp(relatedObject.transform.rotation, targetRotation, 5f * Time.deltaTime);
// relatedObject.transform.position = Vector3.Slerp(relatedObject.transform.position, targetPosition, 5f * Time.deltaTime);
// When there, set next stage
if (Vector3.Distance(relatedObject.transform.position, targetPosition) < .5f) {
rotationAcceleration = 50f;
rotateSpeedTarget = 1200f;
RegisterWeaponVariable("state", new string("At Target"));
}
}
// Fly to the hand
if ((string)ReadWeaponVariable<string>("state") as string == "Flying To Hand") {
relatedObject.transform.position = Vector3.Slerp(relatedObject.transform.position, originalParent.transform.position, 5f * Time.deltaTime);
relatedObject.transform.rotation = Quaternion.Lerp(relatedObject.transform.rotation, originalParent.transform.rotation * originalRotation , 5f * Time.deltaTime);
// When there, set as finished
if (Vector3.Distance(relatedObject.transform.position, originalParent.transform.position) < .1f) {
RegisterWeaponVariable("state", new string("At Hand"));
}
}
RegisterWeaponVariable("relativePosition", relatedObject.transform.position - transform.position);
RegisterWeaponVariable("relativeOffset", new Vector3(0f, relatedObject.transform.position.y, Vector3.Distance(relatedObject.transform.position, transform.position)));
}
}
}