mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
83 lines
2.1 KiB
C#
83 lines
2.1 KiB
C#
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using Fie.Utility;
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using UnityEngine;
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namespace Fie.Title
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{
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public class FieTitleElementsShooter : MonoBehaviour
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{
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[SerializeField]
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private float SummonArrowChildDuration = 1.5f;
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[SerializeField]
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private float SummonArrowVelocityMax = 4f;
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[SerializeField]
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private float SummonArrowVelocityAccelTime = 0.3f;
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[SerializeField]
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private float SummonArrowTiltDuration = 0.5f;
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private const float RANDOM_TILT_DISTANCE = 15f;
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private const float HORMING_DISTANCE_MAX = 10f;
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public float transitionTime = 0.5f;
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public float shootTime = 4f;
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public Transform targetTransform;
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private Tweener<TweenTypesOutSine> _velocityTweener = new Tweener<TweenTypesOutSine>();
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private Tweener<TweenTypesInSine> _tiltForceTweener = new Tweener<TweenTypesInSine>();
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private float shootCounter;
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private bool isShoot;
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private Vector3 directionalVec = Vector3.zero;
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private Vector3 _randomTiltVec = Vector3.zero;
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private Vector3 fromPosition = Vector3.zero;
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private void Start()
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{
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_velocityTweener.InitTweener(SummonArrowVelocityAccelTime, 0f, SummonArrowVelocityMax);
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}
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private void initRandomTilt()
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{
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Vector3 a = base.transform.position + directionalVec * 15f;
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Vector3 a2 = Quaternion.AngleAxis(Random.Range(0f, 360f), directionalVec) * Vector3.up;
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a2 *= 15f;
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a += a2 * 15f;
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_randomTiltVec = Quaternion.LookRotation(a - base.transform.position) * Vector3.forward;
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_randomTiltVec.Normalize();
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}
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private void Update()
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{
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shootCounter += Time.deltaTime;
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if (shootCounter >= shootTime)
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{
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if (!isShoot)
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{
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base.transform.parent = null;
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isShoot = true;
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directionalVec = targetTransform.position - base.transform.position;
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directionalVec.Normalize();
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_velocityTweener.InitTweener(SummonArrowVelocityAccelTime, base.transform.position, targetTransform.position);
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_tiltForceTweener.InitTweener(SummonArrowTiltDuration, 0f, 1f);
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fromPosition = base.transform.position;
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}
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else
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{
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float t = _tiltForceTweener.UpdateParameterFloat(Time.deltaTime);
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base.transform.position = Vector3.Slerp(fromPosition, targetTransform.position, t);
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}
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}
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}
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}
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}
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