ProjectSquareBall/Assets/Scripts/ProtoTyping/AlgorithmTest.cs

135 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements.Experimental;
public class AlgorithmTest : MonoBehaviour
{
public List<float> allHits = new List<float>();
public LineRenderer line;
public Vector2 offsetMultipliers = Vector2.one;
public GameObject objectToMove; // The GameObject to move
public AudioSource source;
public float audioOffset = 0.05f;
private Vector3[] points;
public bool MoveCmd;
Coroutine movingCoroutine;
void OnDrawGizmos()
{
RegenerateLines();
if (MoveCmd)
{
MoveCmd = false;
if (movingCoroutine != null) { StopCoroutine(movingCoroutine); }
movingCoroutine = StartCoroutine(MoveAlongPath());
}
}
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 Update(){
objectToMove.transform.position = GetPositionAtTime(source.time + audioOffset);
}
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 * offsetMultipliers.y);
return new Vector3(hitX * offsetMultipliers.x, y, 0);
}
// Call this function to start moving the GameObject along the path
public void StartMovement()
{
if (objectToMove != null && points != null && points.Length > 1)
{
StartCoroutine(MoveAlongPath());
}
}
private IEnumerator MoveAlongPath()
{
float timer = 0;
while (timer < allHits[allHits.Count - 1])
{
timer += Time.deltaTime;
yield return null;
objectToMove.transform.position = GetPositionAtTime(timer);
}
// for (int i = 0; i < allHits.Count - 1; i++) {
// Vector3 startPoint = points[i];
// Vector3 endPoint = points[i + 1];
// float duration = allHits[i + 1] - allHits[i];
// yield return StartCoroutine(MoveFromTo(objectToMove, startPoint, endPoint, duration));
// }
}
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;
return Vector3.Lerp(startPoint, endPoint, Mathf.Pow(t,bouncingIntensity));
}
}
return Vector3.zero; // Return zero if no valid segment is found (should not happen)
}
}