ProjectSquareBall/Assets/Scripts/Mover/PredictiveMover.cs
2024-10-13 16:13:44 +05:30

127 lines
3.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PredictiveMover : MonoBehaviour
{
private Vector3[] points;
public List<float> allHits = new List<float>();
public LineRenderer line;
public GameObject objectToMove;
public AudioSource source;
public float audioOffset = -0.05f;
public Vector2 multipliers;
public AnimationCurve lerpCurve;
public DrawShape botShape, topShape;
void OnDrawGizmos()
{
RegenerateLines();
}
public void RegenerateLines()
{
points = new Vector3[allHits.Count];
for (int i = 0; i < points.Length; i++)
{
points[i] = GetPosition(i);
}
line.positionCount = points.Length;
line.SetPositions(points);
}
void Start(){
Restart();
}
float playbackTime;
void FixedUpdate(){
// RegenerateLines();
objectToMove.transform.position = Vector3.Lerp(objectToMove.transform.position,GetPositionAtTime(source.time + audioOffset),0.5f);
CamFollower.instance.UpdateFrame();
source.time = playbackTime;
playbackTime+=Time.deltaTime;
}
public void Restart(){
playbackTime=0;
source.Play();
RegenerateLines();
List<Vector3> botPoints = new List<Vector3>();
List<Vector3> topPoints = new List<Vector3>();
for(int i=0; i < points.Length; i++){
if(i%2 == 0){
botPoints.Add(points[i]);
}else{
topPoints.Add(points[i]);
}
}
botShape.Draw(botPoints, new Vector3(0, 30));
topShape.Draw(topPoints, new Vector3(0, -30));
}
Vector3 GetPosition(int index)
{
float hitX = allHits[index];
float diff = 0;
float prevY = 0;
// Calculate diff and prevY if the index is greater than 0
if (index > 0)
{
diff = allHits[index] - allHits[index - 1];
prevY = points[index - 1].y; // Use the already calculated point to avoid recursion
}
float flipSide = index % 2 == 0 ? 1 : -1;
float y = prevY + (flipSide * diff * multipliers.y);
return new Vector3(hitX * multipliers.x, y, 0);
}
public float bouncingIntensity = 0.5f;
public Vector3 GetPositionAtTime(float time)
{
if (points == null || points.Length < 2)
{
return Vector3.zero; // Return zero if points are not set up
}
// If the time is before the first hit, return the first position
if (time <= allHits[0])
{
return points[0];
}
// If the time is after the last hit, return the last position
if (time >= allHits[allHits.Count - 1])
{
return points[points.Length - 1];
}
// Find the current segment based on the given time
for (int i = 0; i < allHits.Count - 1; i++)
{
if (time >= allHits[i] && time < allHits[i + 1])
{
Vector3 startPoint = points[i];
Vector3 endPoint = points[i + 1];
float segmentDuration = allHits[i + 1] - allHits[i];
float t = (time - allHits[i]) / segmentDuration;
float curvedVal = lerpCurve.Evaluate(t);
return Vector3.Lerp(startPoint, endPoint,curvedVal);
}
}
return Vector3.zero; // Return zero if no valid segment is found (should not happen)
}
}