Heroes_of_Hiis/Assets/Project Files/Scripts/JonasB/ActionGestureInteraction.cs

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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ActionGestureInteraction : MonoBehaviour
{
public List<GameObject> objects;
private Transform rightHandTransform;
private GameObject player;
/**public int blinkUses;
public float blinkCooldown, blinkDistance, blinkSpeed, blinkDestinationMultiplier;
public LayerMask blinkLayerMask;**/
void Start()
{
player = GameObject.Find("XR Origin");
rightHandTransform = player.transform.Find("Camera Offset").Find("RightHand Controller").transform;
}
public void PerformAction(string action)
{
//Debug.Log(action);
//if (action == "Blink")
//{
//BlinkCast(); [DEPRECATED]
//}
//else
//{
foreach (var item in objects)
{
if (item.name == action)
{
Instantiate(item, rightHandTransform.position, Quaternion.identity);
}
}
//}
}
/**
int maxUses;
float cooldownTimer;
bool blinking = false;
Vector3 destination;
**/
private void Update()
{
// Blink cooldown action;
}
/** [DEPRECATED]
void BlinkCast()
{
Transform cameraTransform = Camera.main.transform;
Transform playerTransform = player.transform;
ParticleSystem blinkTrail = player.transform.Find("BlinkTrail").GetComponent<ParticleSystem>();
maxUses = blinkUses;
cooldownTimer = blinkCooldown;
Blink();
if (blinkUses < maxUses)
{
if (cooldownTimer > 0)
{
cooldownTimer -= Time.deltaTime;
}
else
{
blinkUses += 1;
cooldownTimer = blinkCooldown;
}
if (blinking)
{
var dist = Vector3.Distance(playerTransform.position, destination);
if (dist > 0.5f)
{
Debug.Log(Time.deltaTime * blinkSpeed);
playerTransform.position = Vector3.MoveTowards(playerTransform.position, destination, blinkDistance);
}
else
{
blinking = false;
}
}
}
void Blink()
{
if (blinkUses > 0)
{
blinkUses -= 1;
blinkTrail.Play();
//RaycastHit hit;
if (Physics.Raycast(playerTransform.position, playerTransform.forward, out hit, blinkDistance, blinkLayerMask))
{
Debug.Log(hit.transform.name);
destination = hit.point * blinkDestinationMultiplier;
}
else
{
destination = (cameraTransform.position + cameraTransform.forward.normalized * blinkDistance) * blinkDestinationMultiplier;
//}
destination.y += Camera.main.transform.position.y;
blinking = true;
}
}
}**/
}