forked from cgvr/DeltaVR
72 lines
2.0 KiB
C#
72 lines
2.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class QuestMarker : MonoBehaviour
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{
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public Transform movingPart;
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public float amplitude = 0.1f; // How far up/down it moves
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public float frequency = 1.5f; // Speed of oscillation
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public float heightAboveTarget = 0.75f;
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private Vector3 startPos;
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private Transform playerTransform;
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private Transform hoverAboveTransform;
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// Start is called before the first frame update
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void Start()
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{
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startPos = movingPart.localPosition;
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}
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// Update is called once per frame
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void Update()
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{
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// Float up and down
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float offset = Mathf.Sin(Time.time * frequency) * amplitude;
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movingPart.localPosition = startPos + new Vector3(0f, offset, 0f);
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if (playerTransform != null)
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{
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// Turn towards player
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Vector3 lookTargetPos = new Vector3(playerTransform.position.x, transform.position.y, playerTransform.position.z);
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transform.LookAt(lookTargetPos);
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}
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if (hoverAboveTransform != null)
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{
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Debug.Log("pos before floating: " + transform.position);
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transform.position = hoverAboveTransform.position + new Vector3(0f, heightAboveTarget, 0f);
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Debug.Log("pos after floating: " + transform.position);
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.tag == "Player Head")
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{
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playerTransform = other.transform;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.gameObject.tag == "Player Head")
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{
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playerTransform = null;
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}
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}
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public void MoveTo(Transform target, bool attach = false)
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{
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transform.position = target.position + new Vector3(0, heightAboveTarget, 0);
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if (attach)
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{
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hoverAboveTransform = target;
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} else
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{
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hoverAboveTransform = null;
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}
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}
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}
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