2020-04-18 22:52:37 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody))]
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public class Item : MonoBehaviour {
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[Header("Runtime values")]
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public bool Grabbed = false;
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private Rigidbody Body;
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private Transform World;
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2020-04-19 00:30:27 +02:00
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private bool BeingPlaced = false;
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private Vector3 TargetPosition;
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2020-04-20 01:39:38 +02:00
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private Vector3 GrabOffset;
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2020-04-18 22:52:37 +02:00
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private void Awake() {
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Body = GetComponent<Rigidbody>();
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World = GameObject.FindGameObjectWithTag("World").transform;
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}
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private void Update() {
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if (Grabbed) {
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2020-04-20 01:39:38 +02:00
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transform.localPosition = Vector3.Lerp(transform.localPosition, GrabOffset, 10f * Time.deltaTime);
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2020-04-19 00:30:27 +02:00
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} else if (BeingPlaced) {
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// Lerp to TargetPosition, then continue simulation
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Vector3 Delta = TargetPosition - transform.position;
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float Diff = Delta.magnitude;
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if (Diff < 0.1f) {
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transform.position = TargetPosition;
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Body.isKinematic = false;
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BeingPlaced = false;
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} else {
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transform.position = Vector3.Lerp(transform.position, TargetPosition, 20f * Time.deltaTime);
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}
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2020-04-18 22:52:37 +02:00
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}
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}
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2020-04-20 01:39:38 +02:00
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public void PickUp(Transform handTransform, Vector3 offset) {
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2020-04-18 22:52:37 +02:00
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transform.parent = handTransform;
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2020-04-20 01:39:38 +02:00
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GrabOffset = offset;
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2020-04-18 22:52:37 +02:00
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Body.isKinematic = true;
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Grabbed = true;
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}
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2020-04-19 00:30:27 +02:00
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public void Drop(Vector3 where) {
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2020-04-18 22:52:37 +02:00
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transform.parent = World;
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2020-04-19 00:30:27 +02:00
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TargetPosition = where;
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BeingPlaced = true;
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2020-04-18 22:52:37 +02:00
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Grabbed = false;
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}
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}
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