Files
dungeons/Assets/HurricaneVR/Framework/Scripts/Weapons/Bow/HVRBowBase.cs
2025-07-17 16:28:02 +02:00

456 lines
13 KiB
C#

using System.Collections;
using Assets.HurricaneVR.Framework.Shared.Utilities;
using HurricaneVR.Framework.Core;
using HurricaneVR.Framework.Core.Grabbers;
using HurricaneVR.Framework.Core.Utils;
using HurricaneVR.Framework.Shared;
using UnityEngine;
using UnityEngine.Events;
namespace HurricaneVR.Framework.Weapons.Bow
{
[RequireComponent(typeof(HVRGrabbable))]
[RequireComponent(typeof(Rigidbody))]
public class HVRBowBase : MonoBehaviour
{
[Header("Bow String")]
public HVRGrabbable NockGrabbable;
public float StringLimit = .5f;
public float StringDropLimit = .6f;
[Header("Settings")]
public HVRBowLimitStyle StringLimitStyle = HVRBowLimitStyle.Limit;
public float ShootThreshold = .2f;
public float Speed = 50f;
public AnimationCurve SpeedCurve;
public bool ReverseArrowsRests;
[Header("Transforms")]
[Tooltip("Arrow Rest When the bow is held with the left hand.")]
public Transform LeftRest;
[Tooltip("Arrow Rest When the bow is held with the right hand.")]
public Transform RightRest;
[Tooltip("Transform for forward vector, uses this transform if not provided.")]
public Transform ForwardMarker;
[Header("Haptics")]
public bool StringHaptics = true;
public bool BowHandHaptics = true;
[Tooltip("Number of haptic ticks by percent traveled.")]
[Range(.02f, 1f)]
public float HapticStep = .01f;
[Tooltip("Vibration strength when pulling the bow.")]
[Range(0f, 1f)]
public float HapticsMinAmplitude = .1f;
[Tooltip("Vibration strength when pulling the bow.")]
[Range(0f, 1f)]
public float HapticsMaxAmplitude = .1f;
[Tooltip("Vibration frequency when pulling the bow.")]
public float HapticsDuration = .01f;
[Tooltip("Vibration frequency when pulling the bow.")]
public float HapticsFrequency = 1f;
[Header("SFX")]
public AudioClip StringClip;
public float StringMinPitch = 1f;
public float StringMaxPitch = 1.25f;
public AudioClip[] ReleasedSFX;
public Transform Rest { get; protected set; }
public float Tension { get; protected set; }
public Vector3 Forward => transform.InverseTransformDirection(ForwardMarker.forward);
public Vector3 WorldForward => ForwardMarker.forward;
public bool ArrowNocked => Arrow;
protected HVRArrow Arrow { get; set; }
public HVRNockingPoint NockSocket { get; private set; }
public HVRGrabbable Grabbable { get; private set; }
public Rigidbody Rigidbody { get; private set; }
protected HVRHandGrabber NockHand;
protected HVRHandGrabber BowHand;
private Vector3 _nockStart;
private Vector3 _nockDir;
private float _nockDistance;
private bool _previousHeld;
private float _previousHapticDistance;
private float _shootSpeed;
private float _previousArrowSleep;
protected virtual void Start()
{
if (!ForwardMarker)
{
ForwardMarker = this.transform;
}
Rest = LeftRest;
NockSocket = GetComponentInChildren<HVRNockingPoint>();
Grabbable = GetComponent<HVRGrabbable>();
Rigidbody = GetComponent<Rigidbody>();
NockSocket.BeforeHoverEnter.AddListener(BeforeNockHovered);
NockSocket.Grabbed.AddListener(OnArrowSocketed);
Grabbable.Grabbed.AddListener(OnGrabbed);
Grabbable.Released.AddListener(OnReleased);
Grabbable.HandGrabbed.AddListener(OnHandGrabbed);
Grabbable.HandReleased.AddListener(OnHandReleased);
Grabbable.Socketed.AddListener(OnBowSocketed);
Grabbable.UnSocketed.AddListener(OnBowUnsocketed);
NockGrabbable.HandGrabbed.AddListener(OnStringGrabbed);
NockGrabbable.HandReleased.AddListener(OnStringReleased);
NockSocket.ParentGrabbable = Grabbable;
_nockStart = transform.InverseTransformPoint(NockGrabbable.transform.position);
if (SpeedCurve == null)
{
SpeedCurve = new AnimationCurve();
}
if (SpeedCurve.keys.Length == 0)
{
SpeedCurve.AddKey(0f, 1f);
SpeedCurve.AddKey(1f, 1f);
}
}
private void Update()
{
UpdateBow();
}
protected virtual void UpdateBow()
{
}
private void FixedUpdate()
{
BeforeFixedUpdateBow();
FixedUpdateBow();
AfterFixedUpdateBow();
}
protected virtual void BeforeFixedUpdateBow()
{
}
protected virtual void AfterFixedUpdateBow()
{
}
protected virtual void FixedUpdateBow()
{
var nockPosition = transform.InverseTransformPoint(NockGrabbable.transform.position);
_nockDir = nockPosition - _nockStart;
_nockDistance = _nockDir.magnitude;
Tension = _nockDistance / StringLimit;
Tension = Mathf.Clamp(Tension, 0f, 1f);
UpdateHaptics(_nockDistance);
CheckDropArrow();
CheckArrowRelease();
_previousHeld = NockGrabbable.IsBeingHeld;
}
public void NockArrow(HVRArrow arrow)
{
if (Arrow)
return;
OnArrowNocked(arrow);
}
protected virtual void CheckArrowRelease()
{
var shootArrow = false;
if (StringLimitStyle == HVRBowLimitStyle.ShootArrow && _nockDistance > StringLimit)
{
NockGrabbable.ForceRelease();
shootArrow = Arrow;
}
if (!Arrow)
return;
if (!shootArrow && _previousHeld && !NockGrabbable.IsBeingHeld && _nockDistance > ShootThreshold)
{
shootArrow = true;
}
if (shootArrow)
{
OnArrowShot();
}
}
protected virtual void OnArrowShot()
{
OnArrowRemoved(Arrow);
_shootSpeed = SpeedCurve.Evaluate(Tension) * Speed;
PlayReleasedSFX();
ShootArrow(Arrow.transform.forward);
}
protected virtual void ShootArrow(Vector3 direction)
{
Arrow.Rigidbody.sleepThreshold = _previousArrowSleep;
Arrow.Grabbable.CanBeGrabbed = true;
Arrow.Rigidbody.linearVelocity = direction * _shootSpeed;
Arrow.Rigidbody.angularVelocity = Vector3.zero;
Arrow.Flying = true;
Arrow = null;
}
protected virtual void CheckDropArrow()
{
if (StringLimitStyle != HVRBowLimitStyle.DropArrow || !Arrow)
return;
if (_nockDistance > StringDropLimit)
{
NockGrabbable.ForceRelease();
OnArrowDropped();
}
}
protected virtual void UpdateHaptics(float nockDistance)
{
if (nockDistance > _previousHapticDistance + HapticStep ||
nockDistance < _previousHapticDistance - HapticStep)
{
var amplitude = nockDistance.Remap(0, StringLimit, HapticsMinAmplitude, HapticsMaxAmplitude);
if (StringHaptics && NockGrabbable.HandGrabbers.Count > 0)
NockGrabbable.HandGrabbers[0].Controller.Vibrate(amplitude, HapticsDuration, HapticsFrequency);
if (BowHandHaptics && Grabbable.HandGrabbers.Count > 0)
Grabbable.HandGrabbers[0].Controller.Vibrate(amplitude, HapticsDuration, HapticsFrequency);
PlayStringSFX(nockDistance);
_previousHapticDistance = nockDistance;
}
}
protected virtual void PlayStringSFX(float nockDistance)
{
var pitch = nockDistance.Remap(0, StringLimit, StringMinPitch, StringMaxPitch);
if (SFXPlayer.Instance) SFXPlayer.Instance.PlaySFX(StringClip, NockGrabbable.transform.position, pitch, 1f);
}
protected virtual void PlayReleasedSFX()
{
if (SFXPlayer.Instance) SFXPlayer.Instance.PlaySFX(ReleasedSFX.GetRandom(), NockGrabbable.transform.position);
}
protected virtual void OnGrabbed(HVRGrabberBase arg0, HVRGrabbable arg1)
{
}
protected virtual void OnReleased(HVRGrabberBase arg0, HVRGrabbable arg1)
{
}
private void BeforeNockHovered(HVRGrabberBase grabber, HVRGrabbable grabbable)
{
NockHand = grabbable.PrimaryGrabber as HVRHandGrabber;
}
protected virtual void OnArrowSocketed(HVRGrabberBase arg0, HVRGrabbable grabbable)
{
var arrow = grabbable.transform.GetComponent<HVRArrow>();
if (!arrow)
{
NockHand = null;
Debug.LogWarning($"{grabbable.name} missing HVRArrow component.");
return;
}
OnArrowNocked(arrow);
}
protected virtual void OnArrowNocked(HVRArrow arrow)
{
_previousArrowSleep = arrow.Rigidbody.sleepThreshold;
arrow.transform.rotation = Quaternion.LookRotation(WorldForward, NockSocket.transform.up);
arrow.transform.position = NockSocket.transform.position;
var grabbable = arrow.Grabbable;
//grabbable.ForceRelease();
grabbable.CanBeGrabbed = false;
grabbable.Rigidbody.sleepThreshold = 0f;
grabbable.Grabbed.AddListener(OnNockedArrowGrabbed);
UpdateBowHandCollision(BowHand, grabbable, false);
NockSocket.AllowGrabbing = false;
Arrow = arrow;
Grabbable.IgnoreCollision(grabbable);
if (NockHand)
{
NockHand.DisableHandCollision(Arrow.Grabbable);
NockHand.TryGrab(NockGrabbable, true);
NockHand = null;
}
arrow.EnableForwardGrabbable();
}
protected virtual void OnNockedArrowGrabbed(HVRGrabberBase arg0, HVRGrabbable arg1)
{
OnArrowDropped();
}
protected virtual void OnHandGrabbed(HVRHandGrabber hand, HVRGrabbable bow)
{
BowHand = hand;
if (Arrow)
{
UpdateBowHandCollision(hand, Arrow.Grabbable, false);
}
if (hand.HandSide == HVRHandSide.Left && !ReverseArrowsRests)
{
Rest = LeftRest;
}
else
{
Rest = RightRest;
}
}
protected virtual void OnHandReleased(HVRHandGrabber arg0, HVRGrabbable arg1)
{
if (Arrow)
{
StartCoroutine(EnableBowHandCollisionRoutine(arg0, Arrow.Grabbable));
}
BowHand = null;
}
protected virtual void OnStringReleased(HVRHandGrabber arg0, HVRGrabbable arg1)
{
}
protected virtual void OnStringGrabbed(HVRHandGrabber hand, HVRGrabbable nock)
{
}
protected virtual void OnBowSocketed(HVRSocket arg0, HVRGrabbable arg1)
{
if (Arrow)
{
OnArrowDropped();
}
}
protected virtual void OnBowUnsocketed(HVRSocket arg0, HVRGrabbable arg1)
{
}
protected virtual void OnArrowDropped()
{
OnArrowRemoved(Arrow);
Arrow.Rigidbody.sleepThreshold = _previousArrowSleep;
Arrow.Grabbable.CanBeGrabbed = true;
Arrow = null;
}
protected virtual void OnArrowRemoved(HVRArrow arrow)
{
this.ExecuteAfterSeconds(() => NockSocket.AllowGrabbing = true, .25f);
StartCoroutine(EnableBowHandCollisionRoutine(BowHand, arrow.Grabbable));
arrow.Grabbable.Grabbed.RemoveListener(OnNockedArrowGrabbed);
arrow.DisableForwardGrabbable();
}
protected void UpdateBowHandCollision(HVRHandGrabber hand, HVRGrabbable arrow, bool enable)
{
if (hand && arrow)
{
hand.UpdateCollision(arrow, enable);
}
}
protected IEnumerator EnableBowHandCollisionRoutine(HVRHandGrabber hand, HVRGrabbable arrow)
{
if (!hand || !arrow)
yield break;
yield return new WaitForSeconds(1f);
if (BowHand && BowHand == hand || !arrow)
yield break;
UpdateBowHandCollision(hand, arrow, true);
Grabbable.IgnoreCollision(arrow, false);
}
public void OnDrawGizmosSelected()
{
if (NockGrabbable && Rest)
{
var forward = Rest.transform.position - NockGrabbable.transform.position;
Gizmos.color = Color.green;
Gizmos.DrawSphere(NockGrabbable.transform.position - forward.normalized * ShootThreshold, .02f);
Gizmos.color = Color.red;
Gizmos.DrawSphere(NockGrabbable.transform.position - forward.normalized * StringLimit, .02f);
}
}
}
public enum HVRBowLimitStyle
{
Limit,
ShootArrow,
DropArrow
}
public class HVRBowEvent : UnityEvent<HVRPhysicsBow>
{
}
}