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catmech_physics.cs
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catmech_physics.cs
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using UnityEngine;
using System.Collections;
public class catmech_physics : MonoBehaviour {
public GameObject cabin;
public GameObject aim_go;
public float maxhp=50000;
float hp=0;
public float maxshield=50000;
float shield;
public float shield_reg_speed=500;
public float cabin_rot_speed=30;
public float rot_speed=20;
Quaternion rotateTo;
public GameObject outcam;
public GameObject incam;
bool inside_camera=false;
bool move=false;
public Animator anim;
int walkHash = Animator.StringToHash("walk");
int standHash = Animator.StringToHash("stand");
public float maxspeed=5;
float speed=0;
Vector3 mpos;
RaycastHit camhit;
Camera cam;
float cax; //cabin_angle_x
public float deep=25;
bool cabin_rotation=false;
bool use_sound=true;
GameObject chassis_icon;
GameObject cabin_icon;
GameObject cabin_ind;
Texture green_line;
Texture lblue_line;
// Use this for initialization
void Start () {
Global.score=0;
anim.SetBool("move",move);
Global.player=incam;
hp=maxhp;
shield=maxshield;
cabin_ind=new GameObject("cabin_indicator");
cabin_ind.transform.position=Global.cam.GetComponent<Camera>().ViewportToWorldPoint(new Vector3(0.1f,0.5f,0.32f));
cabin_ind.transform.parent=Global.cam.transform;
cabin_ind.transform.forward=-Global.cam.transform.forward;
chassis_icon=Instantiate(Resources.Load<GameObject>("chassis_icon"));
chassis_icon.transform.parent=cabin_ind.transform;
chassis_icon.transform.localPosition=Vector3.zero;
chassis_icon.transform.localRotation=Quaternion.Euler(0,0,0);
cabin_icon=Instantiate(Resources.Load<GameObject>("cabin_icon"));
cabin_icon.transform.parent=cabin_ind.transform;
cabin_icon.transform.localPosition=new Vector3(0,0,0.001f);
cabin_icon.transform.localRotation=Quaternion.Euler(0,0,0);
green_line=Resources.Load<Texture>("horizontal_green_line");
lblue_line=Resources.Load<Texture>("horizontal_lightblue_line");
}
// Update is called once per frame
void Update () {
if (Global.pause||!Global.playable) return;
if (Global.sm) use_sound=Global.sm.use_sound;
if (!Global.mission_end) {
anim.speed=(Global.bonus-1)/8+1;
if (Input.GetKeyDown("w")) {if (!move) {move=true;anim.SetTrigger (walkHash);anim.SetBool("move",true);StartCoroutine(AwaitForMoving(1));}}
if (Input.GetKeyDown("s")) {if (move) {move=false;speed=0;anim.SetTrigger (standHash);anim.SetBool("move",false);}}
if (Input.GetKey("a")&&speed>0) {transform.Rotate(new Vector3(0,-20*Time.deltaTime*((Global.bonus-1)/4+1),0));}
if (Input.GetKey("d")&&speed>0) {transform.Rotate(new Vector3(0,20*Time.deltaTime*((Global.bonus-1)/4+1),0));}
}
else {
Vector3 rt=Vector3.zero;
if (Vector3.Distance(transform.position,Global.endpoint)>30) {
rt=Quaternion.FromToRotation(transform.forward,Global.endpoint-transform.position).eulerAngles;
rt.x=0;rt.z=0;
transform.rotation=Quaternion.RotateTowards(transform.rotation,Quaternion.Euler(rt),rot_speed*Time.deltaTime);
}
else {
rt=Quaternion.FromToRotation(transform.forward,Vector3.forward).eulerAngles;
rt.x=0;rt.z=0;
transform.rotation=Quaternion.RotateTowards(transform.rotation,Quaternion.Euler(rt),rot_speed*Time.deltaTime);
}
if (!move) {move=true;anim.SetTrigger (walkHash);anim.SetBool("move",true);StartCoroutine(AwaitForMoving(1));}
}
cax=Vector3.Angle(new Vector3(transform.forward.x,0,transform.forward.z),new Vector3(cabin.transform.forward.x,0,cabin.transform.forward.z));
if (transform.InverseTransformDirection(cabin.transform.forward).x<0) cax*=-1;
bool a=cabin_rotation;
cabin_rotation=false;
if (Input.GetKey("q")) {
cabin.transform.Rotate(new Vector3(0,-20*Time.deltaTime*((Global.bonus-1)/4+1),0));
if (!cabin_rotation) {
cabin_rotation=true;
if (use_sound) Global.sm.CabinRotation(true);
}
}
if (Input.GetKey("e")) {
cabin.transform.Rotate(new Vector3(0,20*Time.deltaTime*((Global.bonus-1)/4+1),0));
if (!cabin_rotation) {
cabin_rotation=true;
if (use_sound) Global.sm.CabinRotation(true);
}
}
if (a==true&&cabin_rotation==false&&use_sound) {Global.sm.CabinRotation(false);}
if (Input.GetKeyDown("v")) {
if (!inside_camera) {
if (incam!=null) {
Global.cam.SetActive(false);
Global.cam=incam;
Global.cam.SetActive(true);
cabin_ind.transform.position=Global.cam.GetComponent<Camera>().ViewportToWorldPoint(new Vector3(0.1f,0.5f,0.32f));
cabin_ind.transform.parent=Global.cam.transform;
cabin_ind.transform.forward=-Global.cam.transform.forward;
chassis_icon.transform.parent=cabin_ind.transform;
chassis_icon.transform.localPosition=Vector3.zero;
chassis_icon.transform.localRotation=Quaternion.Euler(0,0,0);
cabin_icon.transform.parent=cabin_ind.transform;
cabin_icon.transform.localPosition=new Vector3(0,0,0.001f);
cabin_icon.transform.localRotation=Quaternion.Euler(0,0,0);
inside_camera=true;
}
}
else {
Global.cam.SetActive(false);
Global.cam=outcam;
Global.cam.SetActive(true);
cabin_ind.transform.position=Global.cam.GetComponent<Camera>().ViewportToWorldPoint(new Vector3(0.1f,0.5f,0.32f));
cabin_ind.transform.parent=Global.cam.transform;
cabin_ind.transform.forward=-Global.cam.transform.forward;
chassis_icon.transform.parent=cabin_ind.transform;
chassis_icon.transform.localPosition=Vector3.zero;
chassis_icon.transform.localRotation=Quaternion.Euler(0,0,0);
cabin_icon.transform.parent=cabin_ind.transform;
cabin_icon.transform.localPosition=new Vector3(0,0,0.001f);
cabin_icon.transform.localRotation=Quaternion.Euler(0,0,0);
inside_camera=false;
}
}
mpos=Input.mousePosition;
//mpos.y=Screen.height-mpos.y;
cam=Global.cam.GetComponent<Camera>();
Ray ray = cam.ScreenPointToRay(new Vector3(mpos.x,mpos.y, 0));
var layerMask = 1 << 10;
// This would cast rays only against colliders in layer 10.
// But instead we want to collide against everything except layer 10. The ~ operator does this, it inverts a bitmask.
layerMask = ~layerMask;
if (Physics.Raycast(ray.origin,ray.direction,out camhit,cam.farClipPlane,layerMask)) {
Global.aim=camhit.point;
}
else Global.aim=ray.origin+ray.direction.normalized*cam.farClipPlane;
aim_go.transform.position=Global.aim;
if (Vector3.Distance(aim_go.transform.position,Global.cam.transform.position)<100) {aim_go.SetActive(false);}
else {
aim_go.SetActive(true);
}
RaycastHit rh;
layerMask = 1 << 8;
if (Physics.Raycast(cabin.transform.position,Vector3.down,out rh,200,layerMask)) {
float dt=rh.point.y-cabin.transform.position.y+deep;
if (Mathf.Abs(dt)>0.1f) {
if (Mathf.Abs(dt)<7) {
transform.Translate(dt*Vector3.up);
if (speed>0) {
transform.Translate(new Vector3(0,0,speed*Time.deltaTime*((Global.bonus-1)/4+1)),Space.Self);
}
}
else {
if (dt<0) transform.Translate(Vector3.down*Time.deltaTime*10);
}
}
else {
if (speed>0) {
transform.Translate(new Vector3(0,0,speed*Time.deltaTime*((Global.bonus-1)/4+1)),Space.Self);
}
}
}
if (shield<maxshield) {shield+=shield_reg_speed*Time.deltaTime*Global.bonus;}
}
void LateUpdate () {
cabin_icon.transform.localRotation=Quaternion.Euler(0,0,cabin.transform.localRotation.eulerAngles.y);
}
IEnumerator AwaitForMoving(float t) {
yield return new WaitForSeconds(t);
speed=maxspeed;
}
public void ApplyDamage (Vector4 v) {
if (Global.sound&&Global.sm.hit_timer==0) {
Global.sm.BrotherIAmHit(new Vector3(v.x,v.y,v.z));
}
if (Global.invincible||Global.mission_end) return;
if (shield>0) {
shield-=v.w*0.7f;
}
else {
hp-=v.w*0.3f;
if (hp<0) {
if (inside_camera)
{
Global.cam.SetActive(false);
Global.cam=outcam;
Global.cam.SetActive(true);
inside_camera=false;
}
Global.cam.transform.parent=null;
RaycastHit rc;
var lm=1<<8;
Vector3 dir=new Vector3(Random.Range(-1,1)*200,Random.Range(-1,1)*10,Random.Range(-1,1)*200);
if (Physics.Raycast(transform.position,dir,out rc,500,lm)) {
Global.cam.transform.position=rc.point+Vector3.up*200;
}
else Global.cam.transform.position=transform.position+dir;
Global.cam.transform.forward=transform.position-Global.cam.transform.position;
BroadcastMessage("Death",SendMessageOptions.DontRequireReceiver);
Global.sm.CabinRotation(false);
Global.bonus=1;
Destroy(cabin_ind);
gameObject.SetActive(false);
Instantiate(Resources.Load<GameObject>("dead_mech"),transform.position,transform.rotation);
Global.menu_script.fail=true;
Destroy(gameObject);
}
}
}
void OnGUI() {
if (Global.mission_end||Global.invincible||!Global.playable) return;
float x=hp/maxhp*6*Global.gui_piece;
GUI.DrawTexture(new Rect(0,0,x,Global.gui_piece/2),green_line,ScaleMode.StretchToFill);
x=shield/(maxshield*Global.bonus)*6*Global.gui_piece;
GUI.DrawTexture(new Rect(0,Global.gui_piece/2,x,Global.gui_piece/2),lblue_line,ScaleMode.StretchToFill);
GUI.DrawTexture(new Rect(0,0,Global.gui_piece*6,Global.gui_piece/2),Global.menu_script.frame_tx,ScaleMode.StretchToFill);
GUI.DrawTexture(new Rect(0,Global.gui_piece/2,Global.gui_piece*6,Global.gui_piece/2),Global.menu_script.frame_tx,ScaleMode.StretchToFill);
}
}