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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Events;
- public class ManualReload : CustomInteractible
- {
- [Space]
- public Transform ReloadObject,Zatvor,HummerRevolver; //reload object, bolt, revolver hummer
- public Vector2 ClampPosition; //position limits
- public Vector2 ClampAngle; //angle limits
- //[HideInInspector]
- public bool reloadHalf,reloadEnd=true,reloadFinish=true,handDrop,boltAngleTrue=false,boltSlideTrue = true; //reload maintaince variables
- public bool reloadLikeAR; //AR type ( bolt handle not moving when shooting )
- public TypeReload typeReload; //reload type
- public enum TypeReload{
- Slider,
- Cracking,
- LeverAction,
- BoltAction,
- Revolver,
- }
- public UnityEvent BulletOff,BulletOn;
- public float returnAddSpeed=0.01f,knockback; //bolt return, recoil
- [Header("SwingReload")]
- public Transform PointSwingReload; //swing calculation points
- public Vector3 localDirSwing,bulletOffSwingDir; //drum return direction / casings extraction direction
- public float MaxAngleDir=45, substractSpeed=100, returnSpeedMultiply=500,substractSpeedBullet=300,returnSpeedMultiplyBullet=500;//угол в котором просчитывается направление, мертвая зона если скорость руки ниже этой, умножение скорости
- Vector3 oldPosSwing, speedSwing, oldSpeedSwing, Velosity;
- [Header("shotgun fix")]
- public Transform[] grabColliderObject; //fix of cracked barrel colliders
- public Transform[] reloadColliderObject;
- float PositionReload;
- float returnStart,returnSpeed;
- float tempAngle;
- Magazine magazineRevolver;
- Trigger trigger;
- Vector3 revolverDrumDirection;
- [Header("Sounds Events")]
- public UnityEvent clampReloadHalf;
- public UnityEvent clampReloadEnd;
- public UnityEvent clampX,clampY;
- public UnityEvent boltPosition,boltAngle;
- // [HideInInspector]
- public int revolverBulletID=0;
- public enum TypeHandGrabRotation{
- freeze,
- free,
- vertical,
- horizontal,
- }
- public TypeHandGrabRotation typeHandGrabRotation; //bolt grip type
- bool revolverReadyShoot,clampXCheck,clampYCheck;
- void Start()
- {
- enabled = false;
- if (reloadHalf == reloadEnd) {
- reloadHalf = !reloadEnd;
- }
- magazineRevolver = GetComponentInParent<PrimitiveWeapon> ().GetComponentInChildren<Magazine> ();
- trigger = GetComponentInParent<PrimitiveWeapon> ().GetComponentInChildren<Trigger> ();
- }
-
- void FixedUpdate()
- {
- if (typeReload == TypeReload.Slider&&returnAddSpeed > 0 || knockback > 0) {
- if (reloadHalf||handDrop) {
- returnSpeed += returnAddSpeed*Time.deltaTime;
- PositionReload=Mathf.MoveTowards(returnStart,ClampPosition.y,returnSpeed*Time.deltaTime);
- if (PositionReload >= ClampPosition.y) {
- enabled = false;
- if (!reloadEnd && reloadHalf) {
- handDrop = false;
- reloadEnd = true;
- reloadHalf = false;
- BulletOn.Invoke ();
- clampReloadEnd.Invoke ();
- returnSpeed = 0;
- }
- }
- } else {//reloadEnd
- PositionReload=Mathf.MoveTowards(PositionReload,ClampPosition.x,knockback*Time.deltaTime);
- if (PositionReload <= ClampPosition.x) {
- reloadHalf = true;
- reloadEnd = false;
- BulletOff.Invoke ();
- clampReloadHalf.Invoke ();
- reloadFinish = ReloadObject.localPosition.z >= ClampPosition.y;
- }
- }
- if (reloadLikeAR) {
- if (PositionReload > ReloadObject.localPosition.z) {
- ReloadObject.localPosition = Vector3.forward * PositionReload;
- }
- } else {
- ReloadObject.localPosition = Vector3.forward * PositionReload;
- }
- if (Zatvor)
- Zatvor.localPosition = Vector3.forward * PositionReload;
- reloadFinish = PositionReload >= ClampPosition.y;
- if (reloadFinish)
- handDrop = false;
- if (ReloadObject.localPosition.z == ClampPosition.x) {
- if (!clampXCheck) {
- clampX.Invoke ();
- clampXCheck = true;
- }
- } else {
- clampXCheck = false;
- }
- if (ReloadObject.localPosition.z == ClampPosition.y) {
- if (!clampYCheck) {
- clampY.Invoke ();
- clampYCheck = true;
- }
- } else {
- clampYCheck = false;
- }
- }
- if (typeReload == TypeReload.Cracking&&PointSwingReload) {
- if (!reloadFinish&&tempAngle>ClampAngle.x&&!leftHand&&!rightHand) {
- tempAngle -= returnAddSpeed*Time.deltaTime;
- }
- if (Vector3.Angle (Velosity, transform.parent.TransformDirection (localDirSwing)) < MaxAngleDir) {
- float tempSwingReload = Mathf.Clamp(Velosity.magnitude - substractSpeed*Time.deltaTime,0,float.MaxValue)*returnSpeedMultiply;
- tempAngle += tempSwingReload*Time.deltaTime;
- if (!reloadHalf&&tempAngle < ClampAngle.x) {
- reloadHalf = true;
- reloadEnd = false;
- BulletOff.Invoke ();
- clampReloadHalf.Invoke ();
- reloadFinish = false;
- }
- if (!reloadEnd && reloadHalf && tempAngle >= ClampAngle.y) {
- reloadEnd = true;
- reloadFinish = true;
- reloadHalf = false;
- clampReloadEnd.Invoke ();
- BulletOn.Invoke ();
- enabled = false;
- }
- }
- tempAngle = Mathf.Clamp (tempAngle, ClampAngle.x, ClampAngle.y);
- ReloadObject.localEulerAngles = new Vector3 (-tempAngle, 0, 0);
- speedSwing = (PointSwingReload.position - oldPosSwing);
- Velosity = (speedSwing - oldSpeedSwing)/Time.deltaTime;
- oldSpeedSwing = speedSwing;
- oldPosSwing = PointSwingReload.position;
- if (grabColliderObject != null && reloadColliderObject != null && grabColliderObject.Length == reloadColliderObject.Length) {
- for (int i = 0; i < grabColliderObject.Length; i++) {
- grabColliderObject [i].SetPositionAndRotation (reloadColliderObject [i].position, reloadColliderObject [i].rotation);
- }
- }
- if (tempAngle == ClampAngle.x) {
- if (!clampXCheck) {
- clampX.Invoke ();
- clampXCheck = true;
- }
- } else {
- clampXCheck = false;
- }
- if (tempAngle == ClampAngle.y) {
- if (!clampYCheck) {
- clampY.Invoke ();
- clampYCheck = true;
- }
- } else {
- clampYCheck = false;
- }
- }
- if (typeReload == TypeReload.LeverAction) {
- tempAngle=Mathf.MoveTowards(tempAngle,ClampAngle.y,returnAddSpeed*Time.deltaTime);
- if (!reloadEnd && reloadHalf && tempAngle >= ClampAngle.y) {
- reloadEnd = true;
- reloadFinish = true;
- reloadHalf = false;
- BulletOn.Invoke ();
- clampReloadEnd.Invoke ();
- }
- reloadFinish = tempAngle >= ClampAngle.y;
- if (reloadFinish){
- enabled = false;
- }
- tempAngle = Mathf.Clamp (tempAngle, ClampAngle.x, ClampAngle.y);
- ReloadObject.localEulerAngles = new Vector3 (tempAngle, 0, 0);
- if (tempAngle == ClampAngle.y) {
- if (!clampYCheck) {
- clampY.Invoke ();
- clampYCheck = true;
- }
- } else {
- clampYCheck = false;
- }
- }
- if (typeReload == TypeReload.Revolver&&PointSwingReload) {
-
- ReloadObject.localEulerAngles = new Vector3 (0, 0, tempAngle);
- if (tempAngle<ClampAngle.y&&!leftHand&&!rightHand&!reloadFinish) {
- tempAngle += returnAddSpeed*Time.deltaTime;
- }
- if (Vector3.Angle (Velosity, transform.parent.TransformDirection (localDirSwing)) < MaxAngleDir) {
- float tempSwingReload = Mathf.Clamp(Velosity.magnitude - substractSpeed*Time.deltaTime,0,float.MaxValue)*returnSpeedMultiply;
- tempAngle -= tempSwingReload*Time.deltaTime;
- }
- if (!reloadFinish&&Vector3.Angle (Velosity, transform.parent.TransformDirection (bulletOffSwingDir)) < MaxAngleDir) {//вылет патронов с магазина
- float tempSwingReload = Mathf.Clamp(Velosity.magnitude - substractSpeedBullet*Time.deltaTime,0,float.MaxValue)*returnSpeedMultiplyBullet;
- if (tempSwingReload > 0) {
- BulletOff.Invoke ();
- }
- }
- if (reloadEnd && !reloadHalf && tempAngle >= ClampAngle.y) {
- reloadHalf = true;
- reloadEnd = false;
- clampReloadHalf.Invoke ();
- }
- if (!reloadEnd && reloadHalf && tempAngle <= ClampAngle.x) {
- reloadEnd = true;
- reloadFinish = true;
- reloadHalf = false;
- clampReloadEnd.Invoke ();
- }
- tempAngle = Mathf.Clamp (tempAngle, ClampAngle.x, ClampAngle.y);
-
- speedSwing = PointSwingReload.position - oldPosSwing;
- Velosity = (speedSwing - oldSpeedSwing)/Time.deltaTime;
- oldSpeedSwing = speedSwing;
- oldPosSwing = PointSwingReload.position;
- }
- }
- public void CustomRevolverUpdate(){
-
- if (trigger.Axis < 0.1f)
- revolverReadyShoot = true;
- if (revolverReadyShoot) {
- HummerRevolver.localEulerAngles = new Vector3 (Mathf.Lerp (ClampPosition.x, ClampPosition.y, trigger.Axis), 0);
- if (reloadFinish)
- ReloadObject.GetChild (0).localEulerAngles = new Vector3 (0, 0, (revolverBulletID - trigger.Axis) * 360 / magazineRevolver.capacity);
- } else {
- HummerRevolver.localEulerAngles = new Vector3 (ClampPosition.x, 0);
- }
- }
- public void RevolverDrunClose(){
- revolverBulletID= magazineRevolver.getBulletIdRevolver (ReloadObject.GetChild (0).localEulerAngles.z);
- ReloadObject.GetChild (0).localEulerAngles = new Vector3 (0, 0, revolverBulletID * 360/magazineRevolver.capacity);
- }
- public void RevolverNextBullet(){
- if (typeReload == TypeReload.Revolver) {
- if (revolverReadyShoot) {
- revolverReadyShoot = false;
- HummerRevolver.localEulerAngles = new Vector3 (ClampPosition.x, 0);
- if (reloadFinish) {
- revolverBulletID = ((revolverBulletID - 1) + magazineRevolver.capacity) % magazineRevolver.capacity;
- ReloadObject.GetChild (0).localEulerAngles = new Vector3 (0, 0, revolverBulletID * 360 / magazineRevolver.capacity);
- }
- }
- }
- }
- public void GrabStart(CustomHand hand){
- SetInteractibleVariable (hand);
- revolverDrumDirection=hand.PivotPoser.InverseTransformDirection (ReloadObject.GetChild (0).up);
- }
- public void GrabUpdate(CustomHand hand){
- Vector3 localHand=Vector3.zero;
- switch (typeReload) {
- case TypeReload.Slider:
- ReloadObject.transform.position = hand.PivotPoser.position;
- if (!reloadHalf && ReloadObject.localPosition.z < ClampPosition.x) {
- reloadHalf = true;
- reloadEnd = false;
- BulletOff.Invoke ();
- clampReloadHalf.Invoke ();
- }
- handDrop = true;
- if (!reloadEnd && reloadHalf && ReloadObject.localPosition.z > ClampPosition.y) {
- reloadEnd = true;
- reloadHalf = false;
- BulletOn.Invoke ();
- clampReloadEnd.Invoke ();
- }
- reloadFinish = ReloadObject.localPosition.z >= ClampPosition.y;
- ReloadObject.localPosition = new Vector3 (0, 0, Mathf.Clamp (ReloadObject.transform.localPosition.z, ClampPosition.x, ClampPosition.y));
- if (Zatvor)
- Zatvor.localPosition = ReloadObject.localPosition;
- if (typeHandGrabRotation != TypeHandGrabRotation.freeze) {
- if (typeHandGrabRotation == TypeHandGrabRotation.horizontal) {
- grabPoints [0].transform.rotation = Quaternion.LookRotation (-grabPoints [0].transform.parent.right, hand.PivotPoser.up);
- } else {
- if (typeHandGrabRotation == TypeHandGrabRotation.vertical) {
- grabPoints [0].transform.rotation = Quaternion.LookRotation (grabPoints [0].transform.parent.up, hand.PivotPoser.up);
- } else {
- grabPoints [0].transform.rotation = hand.PivotPoser.rotation;
- }
- }
- }
- if (ReloadObject.localPosition.z == ClampPosition.x) {
- if (!clampXCheck) {
- clampX.Invoke ();
- clampXCheck = true;
- }
- } else {
- clampXCheck = false;
- }
- if (ReloadObject.localPosition.z == ClampPosition.y) {
- if (!clampYCheck) {
- clampY.Invoke ();
- clampYCheck = true;
- }
- } else {
- clampYCheck = false;
- }
- PositionReload = ReloadObject.localPosition.z;
- break;
- case TypeReload.Cracking:
- localHand = transform.InverseTransformPoint (hand.PivotPoser.position);
- tempAngle = -Vector2.SignedAngle (new Vector2 (localHand.z, localHand.y), Vector2.right);
- if (!reloadHalf && tempAngle < ClampAngle.x) {
- reloadHalf = true;
- reloadEnd = false;
- BulletOff.Invoke ();
- clampReloadHalf.Invoke ();
- reloadFinish = false;
- }
- if (!reloadEnd && reloadHalf && tempAngle > ClampAngle.y) {
- reloadEnd = true;
- reloadFinish = true;
- reloadHalf = false;
- BulletOn.Invoke ();
- clampReloadEnd.Invoke ();
- }
- reloadFinish = tempAngle >= ClampAngle.y;
- tempAngle = Mathf.Clamp (tempAngle, ClampAngle.x, ClampAngle.y);
- ReloadObject.localEulerAngles = new Vector3 (0, 0, tempAngle);
- enabled = true;
- //для дробовика с разломаным стволом фикс
- if (grabColliderObject != null && reloadColliderObject != null && grabColliderObject.Length == reloadColliderObject.Length) {
- for (int i = 0; i < grabColliderObject.Length; i++) {
- grabColliderObject [i].SetPositionAndRotation (reloadColliderObject [i].position, reloadColliderObject [i].rotation);
- }
- }
- if (tempAngle == ClampAngle.x) {
- if (!clampXCheck) {
- clampX.Invoke ();
- clampXCheck = true;
- }
- } else {
- clampXCheck = false;
- }
- if (tempAngle == ClampAngle.y) {
- if (!clampYCheck) {
- clampY.Invoke ();
- clampYCheck = true;
- }
- } else {
- clampYCheck = false;
- }
- break;
- case TypeReload.LeverAction:
- localHand = transform.InverseTransformPoint (hand.PivotPoser.position);
- tempAngle = Vector2.SignedAngle (new Vector2 (localHand.z, localHand.y), Vector2.left);
- ClampPosition.x = tempAngle;
- if (!reloadHalf && tempAngle < ClampAngle.x) {
- reloadHalf = true;
- reloadEnd = false;
- BulletOff.Invoke ();
- clampReloadHalf.Invoke ();
- }
- if (!reloadEnd && reloadHalf && tempAngle > ClampAngle.y) {
- reloadEnd = true;
- reloadFinish = true;
- reloadHalf = false;
- BulletOn.Invoke ();
- clampReloadEnd.Invoke ();
- }
- reloadFinish = tempAngle >= ClampAngle.y;
- tempAngle = Mathf.Clamp (tempAngle, ClampAngle.x, ClampAngle.y);
- ReloadObject.localEulerAngles = new Vector3 (Mathf.Clamp (tempAngle, ClampAngle.x, ClampAngle.y), 0, 0);
- enabled = true;
- if (tempAngle == ClampAngle.x) {
- if (!clampXCheck) {
- clampX.Invoke ();
- clampXCheck = true;
- }
- } else {
- clampXCheck = false;
- }
- if (tempAngle == ClampAngle.y) {
- if (!clampYCheck) {
- clampY.Invoke ();
- clampYCheck = true;
- }
- } else {
- clampYCheck = false;
- }
- break;
- case TypeReload.BoltAction:
- ReloadObject.position = hand.PivotPoser.position;
- ReloadObject.rotation = Quaternion.LookRotation (transform.forward, hand.PivotPoser.position - transform.position);
- if (boltSlideTrue) {
- if (Vector3.SignedAngle (transform.up, ReloadObject.up, transform.forward) < ClampAngle.x) {
- ReloadObject.localEulerAngles = new Vector3 (0, 0, ClampAngle.x);
- if (!reloadEnd && reloadHalf){
- reloadEnd = true;
- reloadFinish = true;
- reloadHalf = false;
- BulletOn.Invoke ();
- clampReloadEnd.Invoke ();
- }
- }
- if (Vector3.SignedAngle (transform.up, ReloadObject.up, transform.forward) > ClampAngle.y) {
- ReloadObject.localEulerAngles = new Vector3 (0, 0, ClampAngle.y);
- if (!boltAngleTrue) {
- boltAngle.Invoke ();
- }
- boltAngleTrue = true;
- } else {
- boltAngleTrue = false;
- }
- ReloadObject.localEulerAngles = new Vector3 (0, 0, Mathf.Clamp (Vector3.SignedAngle (transform.up, ReloadObject.up, transform.forward), ClampAngle.x, ClampAngle.y));
- } else {
- ReloadObject.localEulerAngles = new Vector3 (0, 0, ClampAngle.y);
- }
- if (boltAngleTrue) {
- if (ReloadObject.localPosition.z < ClampPosition.x) {
- if (!reloadHalf) {
- reloadHalf = true;
- reloadEnd = false;
- BulletOff.Invoke ();
- clampReloadHalf.Invoke ();
- }
- }
- if (ReloadObject.localPosition.z > ClampPosition.y) {
- if (!boltSlideTrue) {
- boltPosition.Invoke ();
- }
- boltSlideTrue = true;
- } else {
- boltSlideTrue = false;
- }
- ReloadObject.localPosition = new Vector3 (0, 0, Mathf.Clamp (ReloadObject.transform.localPosition.z, ClampPosition.x, ClampPosition.y));
- } else {
- ReloadObject.localPosition = new Vector3 (0, 0, ClampPosition.y);
- }
- reloadFinish = Vector3.SignedAngle (transform.up, ReloadObject.up, transform.forward) <= ClampAngle.x;
- if (ReloadObject.localPosition.z == ClampPosition.x) {
- if (!clampXCheck) {
- clampX.Invoke ();
- clampXCheck = true;
- }
- } else {
- clampXCheck = false;
- }
- if (ReloadObject.localPosition.z == ClampPosition.y) {
- if (!clampYCheck) {
- clampY.Invoke ();
- clampYCheck = true;
- }
- } else {
- clampYCheck = false;
- }
- break;
- case TypeReload.Revolver:
- localHand = transform.InverseTransformPoint (hand.PivotPoser.position);
- tempAngle = -Vector2.SignedAngle (new Vector2 (localHand.x, localHand.y), Vector2.up);
- if (reloadEnd && !reloadHalf && tempAngle >= ClampAngle.y) {
- reloadHalf = true;
- reloadEnd = false;
- clampReloadHalf.Invoke ();
- // BulletOff.Invoke ();
- }
- if (!reloadEnd && reloadHalf && tempAngle <= ClampAngle.x) {
- reloadEnd = true;
- reloadFinish = true;
- reloadHalf = false;
- clampReloadEnd.Invoke ();
- }
- enabled = true;
- reloadFinish = tempAngle <= ClampAngle.x;
- tempAngle = Mathf.Clamp (tempAngle, ClampAngle.x, ClampAngle.y);
- ReloadObject.localEulerAngles = new Vector3 (0, 0, tempAngle);
- ReloadObject.GetChild (0).rotation = Quaternion.LookRotation (ReloadObject.forward, hand.PivotPoser.TransformDirection(revolverDrumDirection));
- GetMyGrabPoserTransform(hand).rotation=Quaternion.LookRotation (ReloadObject.forward, hand.PivotPoser.up);
- break;
- default:
- break;
- }
- }
- public void GrabEnd(CustomHand hand){
- if (typeReload == TypeReload.Slider) {
- enabled = true;
- returnSpeed = 0;
- returnStart = ReloadObject.localPosition.z;
- }
- if (typeReload == TypeReload.LeverAction) {
- enabled = true;
- }
- if (typeReload == TypeReload.Revolver) {
- if (reloadFinish) {
- BulletOn.Invoke ();
- ReloadObject.GetChild (0).localEulerAngles = new Vector3 (0, 0, revolverBulletID * 360 / magazineRevolver.capacity);
- }
- if (HummerRevolver) {
- HummerRevolver.localEulerAngles=new Vector3(ClampPosition.x,0);
- }
- }
- DettachHand (hand);
- }
- }
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