Firstborn/Assets/RPG Creation Kit/Scripts/Compass & Objective Marker/Compass.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using RPGCreationKit;
namespace RPGCreationKit
{
/// <summary>
/// Manages the whole logic behind the Compass
/// </summary>
public class Compass : MonoBehaviour
{
#region Singleton
public static Compass instance;
private void Awake()
{
if (instance == null)
instance = this;
else
{
Debug.LogError("Anomaly detected with the Singleton Pattern of 'Compass', are you using multple Compass?");
Destroy(this);
}
}
#endregion
// Transform of the camera
[SerializeField] private Transform cameraT;
// References to the compass UI
[SerializeField] private RectTransform northPointer;
[SerializeField] private RectTransform curObjPointer;
// The current objective to point
private Transform currentObjective;
private Vector3 lastKnownPos;
// The north direction
private Vector3 northDir;
// currentObjective
private Vector3 objDir;
private float angle;
private void Start()
{
// At the start we look if the compass pointer (red one) should be active or not
CheckActiveObjectives();
}
// Update is called once per frame
private void Update()
{
// In each frame we calcualte and update the North and the Direction of the CurrentObjective
CalculateNorth();
if (currentObjective != null)
CalculateObjDir();
else
CalculateObjDirLastPos();
}
/// <summary>
/// Calculate and rotate the Compass to north
/// </summary>
private void CalculateNorth()
{
northDir.z = cameraT.eulerAngles.y;
transform.localEulerAngles = northDir;
northPointer.eulerAngles = northDir;
}
/// <summary>
/// Calculate the direction of the object (from the UI pointer to the world) and rotate the pointer toward it
/// </summary>
private void CalculateObjDir()
{
// Calculate the direction
objDir = cameraT.InverseTransformDirection(currentObjective.position - cameraT.position);
// Calculate the angle
angle = Mathf.Atan2(-objDir.x, objDir.z) * Mathf.Rad2Deg;
// Rotate the pointer
curObjPointer.eulerAngles = new Vector3(0, 0, angle);
lastKnownPos = currentObjective.position;
}
/// <summary>
/// Calculate the direction of the object (from the UI pointer to the world) and rotate the pointer toward it
/// </summary>
private void CalculateObjDirLastPos()
{
// Calculate the direction
objDir = cameraT.InverseTransformDirection(lastKnownPos - cameraT.position);
// Calculate the angle
angle = Mathf.Atan2(-objDir.x, objDir.z) * Mathf.Rad2Deg;
// Rotate the pointer
curObjPointer.eulerAngles = new Vector3(0, 0, angle);
}
/// <summary>
/// Called when a Quest or a QuestObjective updates.
/// </summary>
public void OnQuestUpdate()
{
currentObjective = null;
CheckActiveObjectives();
}
/// <summary>
/// Called when a new Quest Objective is active
/// </summary>
/// <param name="t">The transform to point to</param>
public void ChangeQuestObjective(Transform t)
{
currentObjective = t;
CheckActiveObjectives();
}
/// <summary>
/// Enable/Disable the Red Pointer when it is the case.
/// </summary>
public void CheckActiveObjectives()
{
// Disable the Red Pointer if no marked quest objective is active
curObjPointer.gameObject.SetActive(currentObjective != null ? true : false);
}
}
}