mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
572 lines
No EOL
21 KiB
C#
572 lines
No EOL
21 KiB
C#
using ABI_RC.Core.Player;
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using ABI_RC.Systems.InputManagement;
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using ABI.CCK.Attributes;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Scripting.APIUpdating;
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/*
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* Physics Gun script from repository - https://github.com/Laumania/Unity3d-PhysicsGun
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* Created by:
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* Mads Laumann, https://github.com/laumania
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* WarmedxMints, https://github.com/WarmedxMints
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*
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* Original/initial script "Gravity Gun": https://pastebin.com/w1G8m3dH
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* Original author: Jake Perry, reddit.com/user/nandos13
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*/
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namespace NAK.PhysicsGunMod.Components;
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[CCKWhitelistComponent(spawnable: true)]
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public class PhysicsGunInteractionBehavior : MonoBehaviour
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{
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public static PhysicsGunInteractionBehavior Instance;
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[Header("LayerMask")] [Tooltip("The layer which the gun can grab objects from")] [SerializeField]
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private LayerMask _grabLayer;
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[SerializeField] private Camera _camera;
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[Header("Input Setting")] [Space(10)] public KeyCode Rotate = KeyCode.R;
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public KeyCode SnapRotation = KeyCode.LeftShift;
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public KeyCode SwitchAxis = KeyCode.Tab;
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public KeyCode RotateZ = KeyCode.Space;
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public KeyCode RotationSpeedIncrease = KeyCode.LeftControl;
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public KeyCode ResetRotation = KeyCode.LeftAlt;
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/// <summary>The rigidbody we are currently holding</summary>
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private Rigidbody _grabbedRigidbody;
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/// <summary>The offset vector from the object's position to hit point, in local space</summary>
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private Vector3 _hitOffsetLocal;
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/// <summary>The distance we are holding the object at</summary>
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private float _currentGrabDistance;
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/// <summary>The interpolation state when first grabbed</summary>
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private RigidbodyInterpolation _initialInterpolationSetting;
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/// <summary>The difference between player & object rotation, updated when picked up or when rotated by the player</summary>
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private Quaternion _rotationDifference;
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/// <summary>The start point for the Laser. This will typically be on the end of the gun</summary>
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[SerializeField] private Transform _laserStartPoint;
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/// <summary>Tracks player input to rotate current object. Used and reset every fixedupdate call</summary>
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private Vector3 _rotationInput = Vector3.zero;
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[Header("Rotation Settings")] [Tooltip("Transform of the player, that rotations should be relative to")]
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public Transform PlayerTransform;
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[SerializeField] private float _rotationSenstivity = 10f;
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public float SnapRotationDegrees = 45f;
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[SerializeField] private float _snappedRotationSens = 25f;
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[SerializeField] private float _rotationSpeed = 10f;
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private Quaternion _desiredRotation = Quaternion.identity;
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[SerializeField] [Tooltip("Input values above this will be considered and intentional change in rotation")]
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private float _rotationTollerance = 0.8f;
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private bool m_UserRotation;
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public bool UserRotation
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{
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get => m_UserRotation;
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private set
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{
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if (m_UserRotation == value)
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return;
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m_UserRotation = value;
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OnRotation?.Invoke(value);
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}
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}
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private bool m_SnapRotation;
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private bool _snapRotation
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{
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get => m_SnapRotation;
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set
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{
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if (m_SnapRotation == value)
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return;
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m_SnapRotation = value;
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OnRotationSnapped?.Invoke(value);
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}
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}
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private bool m_RotationAxis;
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private bool _rotationAxis
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{
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get => m_RotationAxis;
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set
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{
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if (m_RotationAxis == value)
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return;
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m_RotationAxis = value;
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OnAxisChanged?.Invoke(value);
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}
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}
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private Vector3 _lockedRot;
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private Vector3 _forward;
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private Vector3 _up;
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private Vector3 _right;
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//ScrollWheel ObjectMovement
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private Vector3 _scrollWheelInput = Vector3.zero;
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[Header("Scroll Wheel Object Movement")] [Space(5)] [SerializeField]
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private float _scrollWheelSensitivity = 5f;
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[SerializeField] [Tooltip("The min distance the object can be from the player")]
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private float _minObjectDistance = 2.5f;
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/// <summary>The maximum distance at which a new object can be picked up</summary>
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[SerializeField] [Tooltip("The maximum distance at which a new object can be picked up")]
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private float _maxGrabDistance = 50f;
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private bool _distanceChanged;
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//Vector3.Zero and Vector2.zero create a new Vector3 each time they are called so these simply save that process and a small amount of cpu runtime.
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private readonly Vector3 _zeroVector3 = Vector3.zero;
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private readonly Vector3 _oneVector3 = Vector3.one;
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private readonly Vector3 _zeroVector2 = Vector2.zero;
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private bool _justReleased;
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private bool _wasKinematic;
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[Serializable]
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public class BoolEvent : UnityEvent<bool> {}
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[Serializable]
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public class GrabEvent : UnityEvent<GameObject> {}
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[Header("Events")] [Space(10)]
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public BoolEvent OnRotation;
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public BoolEvent OnRotationSnapped;
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public BoolEvent OnAxisChanged;
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public GrabEvent OnObjectGrabbed;
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public Func<GameObject, bool> OnObjectReleased;
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// pre event for OnPreGrabbedObject, return false to cancel grab
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public Func<GameObject, bool> OnPreGrabbedObject;
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// public Action<GameObject> OnGrabbedObject;
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//public properties for the Axis Arrows. These are optional and can be safely removed
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// public Vector3 CurrentForward => _forward;
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// public Vector3 CurrentUp => _up;
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// public Vector3 CurrentRight => _right;
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/// <summary>The transfor of the rigidbody we are holding</summary>
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public Transform CurrentGrabbedTransform { get; private set; }
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//public properties for the Line Renderer
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public Vector3 StartPoint { get; private set; }
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public Vector3 MidPoint { get; private set; }
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public Vector3 EndPoint { get; private set; }
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private void Start()
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{
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if (Instance != null
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&& Instance != this)
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{
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Destroy(this);
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return;
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}
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Instance = this;
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gameObject.AddComponent<ObjectSyncBridge>();
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_camera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
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PlayerTransform = PlayerSetup.Instance.transform; // TODO: this might be fucked in VR
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}
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private void OnDestroy()
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{
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if (Instance == this)
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Instance = null;
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}
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private void Update()
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{
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if (!Input.GetMouseButton(0))
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{
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// We are not holding the mouse button. Release the object and return before checking for a new one
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if (_grabbedRigidbody != null) ReleaseObject();
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_justReleased = false;
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return;
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}
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if (_grabbedRigidbody == null && !_justReleased)
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{
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// We are not holding an object, look for one to pick up
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Ray ray = CenterRay();
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RaycastHit hit;
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//Just so These aren't included in a build
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#if UNITY_EDITOR
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Debug.DrawRay(ray.origin, ray.direction * _maxGrabDistance, Color.blue, 0.01f);
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#endif
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if (Physics.Raycast(ray, out hit, _maxGrabDistance, _grabLayer))
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// Don't pick up kinematic rigidbodies (they can't move)
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if (hit.rigidbody != null /*&& !hit.rigidbody.isKinematic*/)
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{
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// Check if we are allowed to pick up this object
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if (OnPreGrabbedObject != null
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&& !OnPreGrabbedObject(hit.rigidbody.gameObject))
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return;
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// Track rigidbody's initial information
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_grabbedRigidbody = hit.rigidbody;
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_wasKinematic = _grabbedRigidbody.isKinematic;
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_grabbedRigidbody.isKinematic = false;
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_grabbedRigidbody.freezeRotation = true;
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_initialInterpolationSetting = _grabbedRigidbody.interpolation;
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_rotationDifference = Quaternion.Inverse(PlayerTransform.rotation) * _grabbedRigidbody.rotation;
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_hitOffsetLocal = hit.transform.InverseTransformVector(hit.point - hit.transform.position);
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_currentGrabDistance = hit.distance; // Vector3.Distance(ray.origin, hit.point);
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CurrentGrabbedTransform = _grabbedRigidbody.transform;
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// Set rigidbody's interpolation for proper collision detection when being moved by the player
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_grabbedRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
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OnObjectGrabbed?.Invoke(_grabbedRigidbody.gameObject);
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#if UNITY_EDITOR
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Debug.DrawRay(hit.point, hit.normal * 10f, Color.red, 10f);
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#endif
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}
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}
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else if (_grabbedRigidbody != null)
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{
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UserRotation = Input.GetKey(Rotate);
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if (Input.GetKeyDown(Rotate))
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_desiredRotation = _grabbedRigidbody.rotation;
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if (Input.GetKey(ResetRotation))
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{
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_desiredRotation = Quaternion.identity;
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}
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// We are already holding an object, listen for rotation input
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if (Input.GetKey(Rotate))
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{
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var rotateZ = Input.GetKey(RotateZ);
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var increaseSens = Input.GetKey(RotationSpeedIncrease) ? 2.5f : 1f;
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if (Input.GetKeyDown(SwitchAxis))
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{
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_rotationAxis = !_rotationAxis;
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OnAxisChanged?.Invoke(_rotationAxis);
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}
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//Snap Object nearest _snapRotationDegrees
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if (Input.GetKeyDown(SnapRotation))
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{
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_snapRotation = true;
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Vector3 newRot = _grabbedRigidbody.transform.rotation.eulerAngles;
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newRot.x = Mathf.Round(newRot.x / SnapRotationDegrees) * SnapRotationDegrees;
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newRot.y = Mathf.Round(newRot.y / SnapRotationDegrees) * SnapRotationDegrees;
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newRot.z = Mathf.Round(newRot.z / SnapRotationDegrees) * SnapRotationDegrees;
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Quaternion rot = Quaternion.Euler(newRot);
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_desiredRotation = rot;
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//_grabbedRigidbody.MoveRotation(rot);
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}
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else if (Input.GetKeyUp(SnapRotation))
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{
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_snapRotation = false;
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}
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var x = Input.GetAxisRaw("Mouse X");
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var y = Input.GetAxisRaw("Mouse Y");
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if (Mathf.Abs(x) > _rotationTollerance)
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{
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_rotationInput.x = rotateZ ? 0f : x * _rotationSenstivity * increaseSens;
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_rotationInput.z = rotateZ ? x * _rotationSenstivity * increaseSens : 0f;
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}
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if (Mathf.Abs(y) > _rotationTollerance) _rotationInput.y = y * _rotationSenstivity * increaseSens;
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}
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else
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{
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_snapRotation = false;
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}
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var direction = Input.GetAxis("Mouse ScrollWheel");
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//Optional Keyboard inputs
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if (Input.GetKeyDown(KeyCode.T))
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direction = -0.1f;
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else if (Input.GetKeyDown(KeyCode.G))
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direction = 0.1f;
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if (Mathf.Abs(direction) > 0 && CheckObjectDistance(direction))
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{
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_distanceChanged = true;
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_scrollWheelInput = PlayerTransform.forward * (_scrollWheelSensitivity * direction);
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}
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else
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{
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_scrollWheelInput = _zeroVector3;
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}
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if (Input.GetMouseButtonDown(1))
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{
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//To prevent warnings in the inpector
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_grabbedRigidbody.collisionDetectionMode = !_wasKinematic
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? CollisionDetectionMode.ContinuousSpeculative
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: CollisionDetectionMode.Continuous;
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_grabbedRigidbody.isKinematic = _wasKinematic = !_wasKinematic;
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_justReleased = true;
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ReleaseObject();
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}
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}
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}
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private void FixedUpdate()
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{
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if (_grabbedRigidbody)
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{
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// We are holding an object, time to rotate & move it
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Ray ray = CenterRay();
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UpdateRotationAxis();
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#if UNITY_EDITOR
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Debug.DrawRay(_grabbedTransform.position, _up * 5f , Color.green);
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Debug.DrawRay(_grabbedTransform.position, _right * 5f , Color.red);
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Debug.DrawRay(_grabbedTransform.position, _forward * 5f , Color.blue);
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#endif
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// Apply any intentional rotation input made by the player & clear tracked input
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Quaternion intentionalRotation = Quaternion.AngleAxis(_rotationInput.z, _forward) *
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Quaternion.AngleAxis(_rotationInput.y, _right) *
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Quaternion.AngleAxis(-_rotationInput.x, _up) * _desiredRotation;
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Quaternion relativeToPlayerRotation = PlayerTransform.rotation * _rotationDifference;
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if (UserRotation && _snapRotation)
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{
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//Add mouse movement to vector so we can measure the amount of movement
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_lockedRot += _rotationInput;
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//If the mouse has moved far enough to rotate the snapped object
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if (Mathf.Abs(_lockedRot.x) > _snappedRotationSens || Mathf.Abs(_lockedRot.y) > _snappedRotationSens ||
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Mathf.Abs(_lockedRot.z) > _snappedRotationSens)
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{
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for (var i = 0; i < 3; i++)
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if (_lockedRot[i] > _snappedRotationSens)
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_lockedRot[i] += SnapRotationDegrees;
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else if (_lockedRot[i] < -_snappedRotationSens)
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_lockedRot[i] += -SnapRotationDegrees;
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else
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_lockedRot[i] = 0;
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Quaternion q = Quaternion.AngleAxis(-_lockedRot.x, _up) *
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Quaternion.AngleAxis(_lockedRot.y, _right) *
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Quaternion.AngleAxis(_lockedRot.z, _forward) * _desiredRotation;
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Vector3 newRot = q.eulerAngles;
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newRot.x = Mathf.Round(newRot.x / SnapRotationDegrees) * SnapRotationDegrees;
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newRot.y = Mathf.Round(newRot.y / SnapRotationDegrees) * SnapRotationDegrees;
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newRot.z = Mathf.Round(newRot.z / SnapRotationDegrees) * SnapRotationDegrees;
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_desiredRotation = Quaternion.Euler(newRot);
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_lockedRot = _zeroVector2;
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}
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}
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else
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{
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//Rotate the object to remain consistent with any changes in player's rotation
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_desiredRotation = UserRotation ? intentionalRotation : relativeToPlayerRotation;
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}
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// Remove all torque, reset rotation input & store the rotation difference for next FixedUpdate call
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_grabbedRigidbody.angularVelocity = _zeroVector3;
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_rotationInput = _zeroVector2;
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_rotationDifference = Quaternion.Inverse(PlayerTransform.rotation) * _desiredRotation;
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// Calculate object's center position based on the offset we stored
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// NOTE: We need to convert the local-space point back to world coordinates
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// Get the destination point for the point on the object we grabbed
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Vector3 holdPoint = ray.GetPoint(_currentGrabDistance) + _scrollWheelInput;
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Vector3 centerDestination = holdPoint - CurrentGrabbedTransform.TransformVector(_hitOffsetLocal);
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#if UNITY_EDITOR
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Debug.DrawLine(ray.origin, holdPoint, Color.blue, Time.fixedDeltaTime);
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#endif
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// Find vector from current position to destination
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Vector3 toDestination = centerDestination - CurrentGrabbedTransform.position;
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// Calculate force
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Vector3 force = toDestination / Time.fixedDeltaTime * 0.3f/* / _grabbedRigidbody.mass*/;
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//force += _scrollWheelInput;
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// Remove any existing velocity and add force to move to final position
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_grabbedRigidbody.velocity = _zeroVector3;
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_grabbedRigidbody.AddForce(force, ForceMode.VelocityChange);
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//Rotate object
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RotateGrabbedObject();
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//We need to recalculte the grabbed distance as the object distance from the player has been changed
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if (_distanceChanged)
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{
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_distanceChanged = false;
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_currentGrabDistance = Vector3.Distance(ray.origin, holdPoint);
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}
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//Update public properties
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StartPoint = _laserStartPoint.transform.position;
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MidPoint = holdPoint;
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EndPoint = CurrentGrabbedTransform.TransformPoint(_hitOffsetLocal);
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}
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}
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private void RotateGrabbedObject()
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{
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if (_grabbedRigidbody == null)
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return;
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// lerp to desired rotation
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_grabbedRigidbody.MoveRotation(Quaternion.Lerp(_grabbedRigidbody.rotation, _desiredRotation,
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Time.fixedDeltaTime * _rotationSpeed));
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}
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//Update Rotation axis based on movement
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private void UpdateRotationAxis()
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{
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if (!_snapRotation)
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{
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_forward = PlayerTransform.forward;
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_right = PlayerTransform.right;
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_up = PlayerTransform.up;
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return;
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}
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if (_rotationAxis)
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{
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_forward = CurrentGrabbedTransform.forward;
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_right = CurrentGrabbedTransform.right;
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_up = CurrentGrabbedTransform.up;
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return;
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}
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NearestTranformDirection(CurrentGrabbedTransform, PlayerTransform, ref _up, ref _forward, ref _right);
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}
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private void NearestTranformDirection(Transform transformToCheck, Transform referenceTransform, ref Vector3 up,
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ref Vector3 forward, ref Vector3 right)
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{
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var directions = new List<Vector3>
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{
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transformToCheck.forward,
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-transformToCheck.forward,
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transformToCheck.up,
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-transformToCheck.up,
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transformToCheck.right,
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-transformToCheck.right
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};
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//Find the up Vector
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up = GetDirectionVector(directions, referenceTransform.up);
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//Remove Vectors from list to prevent duplicates and the opposite vector being found in case where the player is at around a 45 degree angle to the object
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directions.Remove(up);
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directions.Remove(-up);
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//Find the Forward Vector
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forward = GetDirectionVector(directions, referenceTransform.forward);
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//Remove used directions
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directions.Remove(forward);
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directions.Remove(-forward);
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right = GetDirectionVector(directions, referenceTransform.right);
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}
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private Vector3 GetDirectionVector(List<Vector3> directions, Vector3 direction)
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{
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var maxDot = -Mathf.Infinity;
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Vector3 ret = Vector3.zero;
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for (var i = 0; i < directions.Count; i++)
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{
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var dot = Vector3.Dot(direction, directions[i]);
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if (dot > maxDot)
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{
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ret = directions[i];
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maxDot = dot;
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}
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}
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return ret;
|
|
}
|
|
|
|
/// <returns>Ray from center of the main camera's viewport forward</returns>
|
|
private Ray CenterRay()
|
|
{
|
|
return _camera.ViewportPointToRay(_oneVector3 * 0.5f);
|
|
}
|
|
|
|
//Check distance is within range when moving object with the scroll wheel
|
|
private bool CheckObjectDistance(float direction)
|
|
{
|
|
Vector3 pointA = PlayerTransform.position;
|
|
Vector3 pointB = _grabbedRigidbody.position;
|
|
|
|
var distance = Vector3.Distance(pointA, pointB);
|
|
|
|
if (direction > 0)
|
|
return distance <= _maxGrabDistance;
|
|
|
|
if (direction < 0)
|
|
return distance >= _minObjectDistance;
|
|
|
|
return false;
|
|
}
|
|
|
|
private void ReleaseObject()
|
|
{
|
|
if (OnObjectReleased != null)
|
|
OnObjectReleased(_grabbedRigidbody.gameObject);
|
|
|
|
if (_grabbedRigidbody)
|
|
{
|
|
//Move rotation to desired rotation in case the lerp hasn't finished
|
|
//_grabbedRigidbody.MoveRotation(_desiredRotation);
|
|
// Reset the rigidbody to how it was before we grabbed it
|
|
_grabbedRigidbody.isKinematic = _wasKinematic;
|
|
_grabbedRigidbody.interpolation = _initialInterpolationSetting;
|
|
_grabbedRigidbody.freezeRotation = false;
|
|
_grabbedRigidbody = null;
|
|
}
|
|
|
|
_scrollWheelInput = _zeroVector3;
|
|
CurrentGrabbedTransform = null;
|
|
UserRotation = false;
|
|
_snapRotation = false;
|
|
StartPoint = _zeroVector3;
|
|
MidPoint = _zeroVector3;
|
|
EndPoint = _zeroVector3;
|
|
|
|
OnObjectGrabbed?.Invoke(null);
|
|
}
|
|
} |