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

199 lines
6.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ActionGestureInteraction : MonoBehaviour
{
public List<GameObject> objects;
public Camera playerCamera;
private Vector3 destination;
public Transform rightHandTransform;
private GameObject player;
public float projectileSpeed = 30;
private bool holdingWand;
private float wandPower;
private string wandElement;
public AudioSource noEssenceAudio;
void Start()
{
player = gameObject;
}
public void PerformAction(string action)
{
Debug.LogWarning(action);
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand());
if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
{
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Contains("wand"))
{
holdingWand = true;
wandPower = player.GetComponent<PlayerInfo>().GetRightHand().GetComponent<WandData>().power;
}
}
else holdingWand = false;
switch (action)
{
case "HorizontalLine":
if (holdingWand)
{
Debug.LogWarning("CAST BOLT");
ShootProjectile();
InstantiateIceBolt(objects[0]);
}
else
{
Debug.LogWarning("WOODCUTTING ACTION");
}
break;
case "VerticalLine":
if (holdingWand)
{
Debug.LogWarning("WAND VERTICAL");
if (PlayerInfo.Instance.AddEssenceBasic(-1))
{
Vector3 spawnPoint = transform.position + playerCamera.transform.forward;
spawnPoint = new Vector3(spawnPoint.x, spawnPoint.y + 1, spawnPoint.z);
GameObject shield = Instantiate(objects[1], spawnPoint, Quaternion.Euler(-90, playerCamera.transform.eulerAngles.y - 180, 180));
shield.GetComponent<ShieldController>().health = 3 * wandPower;
}
else
{
noEssenceAudio.Play();
}
}
else
{
Debug.LogWarning("VERTICAL");
}
break;
case "Circle":
if (holdingWand)
{
Debug.LogWarning("Arcing fireball");
}
else
{
GameObject minigame = FindMinigame();
if (minigame != null)
{
float distance = Vector3.Distance(transform.position, minigame.transform.position);
if(distance < 4f) minigame.GetComponent<WellController>().StartMinigame();
}
}
break;
case "Triangle":
if (holdingWand)
{
Debug.LogWarning("WAND TRIANGLE");
}
else
{
Debug.LogWarning("WOODCUTTING ACTION");
}
break;
}
/*if (action == "Portal")
{
// Raycast to find portal were looking at.
var nearestPortal = FindPortalInFront();
Debug.Log(nearestPortal);
EnableDisablePortal(nearestPortal);
}
else
{
foreach (var item in objects)
{
if (item.name == action && action == "IceBolt")
{
ShootProjectile();
InstantiateIceBolt(item);
}
if (item.name == action && action == "IceWall")
{
// Make ice wall appear from below to block incoming projectiles
}
}
} */
}
void MinigameEnable(GameObject portal)
{
// Did the raycast catch a portal in front of us?
if (portal != null)
{
var distance = Vector3.Distance(portal.transform.position, this.transform.position);
Debug.Log(distance);
// Is the portal within a reasonable distance?
if (distance <= 10.0f)
{
var portalVFX = portal.transform.Find("PortalFX");
var portalTrigger = portal.transform.Find("Portal");
// if the nearest portal is already enabled, then disable, else enable.
if (portalVFX.gameObject.activeInHierarchy)
{
portalVFX.gameObject.SetActive(false);
portalTrigger.gameObject.GetComponent<PortalTeleporter>().enabled = false;
}
else
{
portalVFX.gameObject.SetActive(true);
portalTrigger.gameObject.GetComponent<PortalTeleporter>().enabled =true;
}
}
}
}
GameObject FindMinigame()
{
Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
LayerMask playerLayerMask = LayerMask.GetMask("Player");
if (Physics.Raycast(ray, out hit, playerLayerMask))
{
if (hit.transform.gameObject.transform.root.CompareTag("Portal"))
{
return hit.transform.gameObject.transform.root.gameObject;
}
}
return null;
}
void ShootProjectile()
{
Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
destination = hit.point;
}
else
{
destination = ray.GetPoint(1000);
}
}
void InstantiateIceBolt(GameObject item)
{
Debug.LogWarning("INSTANTIATE BOLT");
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
projectileObj.GetComponent<Projectile>().damage = 1 * wandPower;
projectileObj.GetComponent<Rigidbody>().velocity = (playerCamera.transform.forward).normalized * projectileSpeed;
}
}