bad-piggies-0.1.3-porting/Assets/Scripts/Assembly-CSharp/CartWheel.cs
2024-02-24 22:40:44 -05:00

157 lines
4.2 KiB
C#

using System;
using UnityEngine;
public class CartWheel : BasePart
{
private Vector3 m_lastPosition = Vector3.zero;
private Vector3 m_lastContactDirection = Vector3.zero;
private float m_radius;
private float m_circumference;
private Transform m_wheelPivot;
private Transform m_fakeWheelPivot;
private Transform m_axle;
private float m_spinSpeed;
private Vector3 m_lastForceDirection;
private float m_angle;
private AudioSource loopingWheelSound;
private Collider m_supportCollider;
private Rigidbody colliderRigidbody;
private bool m_grounded;
private void Start()
{
m_wheelPivot = base.transform.FindChild("WheelPivot");
m_fakeWheelPivot = base.transform.FindChild("FakeWheelPivot");
if ((bool)m_wheelPivot)
{
m_axle = m_wheelPivot;
m_radius = m_wheelPivot.GetComponent<SphereCollider>().radius;
m_circumference = (float)Math.PI * 2f * m_radius;
}
else
{
m_axle = m_fakeWheelPivot;
m_radius = m_fakeWheelPivot.GetComponent<SphereCollider>().radius;
m_circumference = (float)Math.PI * 2f * m_radius;
}
if ((bool)base.transform.FindChild("SupportCollider"))
{
m_supportCollider = base.transform.FindChild("SupportCollider").GetComponent<Collider>();
}
switch (m_partType)
{
case PartType.NormalWheel:
loopingWheelSound = AudioManager.Instance.SpawnLoopingEffect(AudioManager.Instance.CommonAudioCollection.normalWheelLoop, base.transform).audio;
break;
case PartType.CartWheel:
loopingWheelSound = AudioManager.Instance.SpawnLoopingEffect(AudioManager.Instance.CommonAudioCollection.woodenWheelLoop, base.transform).audio;
break;
case PartType.SmallWheel:
loopingWheelSound = AudioManager.Instance.SpawnLoopingEffect(AudioManager.Instance.CommonAudioCollection.smallWheelLoop, base.transform).audio;
break;
}
Assert.IsValid(loopingWheelSound, "loopingWheelSound");
loopingWheelSound.volume = 0f;
}
private void OnCollisionStay(Collision collisionInfo)
{
for (int i = 0; i < collisionInfo.contacts.Length; i++)
{
if (collisionInfo.contacts[i].otherCollider != m_supportCollider)
{
m_lastContactDirection = (collisionInfo.contacts[i].point - m_lastPosition).normalized;
break;
}
}
}
private void Update()
{
if ((bool)base.contraption && base.contraption.isRunning)
{
if (m_spinSpeed == 0f)
{
m_spinSpeed = SpeedInDirection(m_lastForceDirection);
}
float z = base.transform.rotation.eulerAngles.z;
m_angle += -360f * m_spinSpeed / m_circumference * Time.deltaTime;
if ((bool)m_wheelPivot)
{
m_wheelPivot.transform.localRotation = Quaternion.AngleAxis(0f - z + m_angle, Vector3.forward);
}
if ((bool)m_fakeWheelPivot)
{
float angle = 0f - z + Mathf.Sin(2f * m_angle * ((float)Math.PI / 180f)) * 8f;
m_fakeWheelPivot.transform.localRotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
UpdateSoundEffect();
}
}
private void UpdateSoundEffect()
{
float num = 0.9f;
float num2 = 1f;
float num3 = 5f;
float num4 = 1f;
if (Mathf.Abs(m_spinSpeed) > num4 && m_grounded)
{
float value = (num2 - num) / num3 * Mathf.Abs(m_spinSpeed);
value = Mathf.Clamp(value, num, num2);
loopingWheelSound.pitch = value;
loopingWheelSound.volume = Mathf.Abs(m_spinSpeed) / num4 - 1f;
}
else
{
loopingWheelSound.volume = 0f;
}
}
private void FixedUpdate()
{
if ((bool)base.contraption && base.contraption.isRunning)
{
m_lastPosition = m_axle.transform.position;
Debug.DrawRay(m_axle.transform.position, (m_radius + 0.1f) * m_lastContactDirection);
RaycastHit hitInfo;
if (Physics.Raycast(m_axle.transform.position, m_lastContactDirection, out hitInfo, m_radius + 0.1f) && hitInfo.collider != m_supportCollider)
{
colliderRigidbody = hitInfo.collider.gameObject.rigidbody;
Vector3 lastForceDirection = Vector3.Cross(hitInfo.normal, Vector3.forward);
m_lastForceDirection = lastForceDirection;
m_spinSpeed = 0f;
m_grounded = true;
}
else
{
m_spinSpeed *= 0.98f;
colliderRigidbody = null;
m_grounded = false;
}
}
}
private float SpeedInDirection(Vector3 direction)
{
Vector3 velocity = base.rigidbody.velocity;
if ((bool)colliderRigidbody)
{
velocity -= colliderRigidbody.velocity;
}
return Vector3.Dot(velocity, direction);
}
}