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mirror of https://projects.caleb-brown.dev/UDRI-XRT/UDRIGEEKCup2024.git synced 2025-01-21 22:58:50 -05:00

Improved visual of arrow and power bar

This commit is contained in:
Abraham Blain 2024-04-11 13:32:28 -04:00
parent f8e7f1bc4f
commit 6937e6a0e0
26 changed files with 1567 additions and 611 deletions

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@ -11,7 +11,7 @@ namespace GolfControls
{
GolfControl.BallPositionUpdated += UpdatePos;
GolfControl.ForceDirectionUpdated += UpdateLine;
GolfControl.PowerPercentFinalized += OnBallHit;
GolfControl.HitPowerDecided += OnBallHit;
GolfControl.BallStoppedAtPosition += OnBallStopped;
}
@ -19,7 +19,7 @@ namespace GolfControls
{
GolfControl.BallPositionUpdated -= UpdatePos;
GolfControl.ForceDirectionUpdated -= UpdateLine;
GolfControl.PowerPercentFinalized -= OnBallHit;
GolfControl.HitPowerDecided -= OnBallHit;
GolfControl.BallStoppedAtPosition -= OnBallStopped;
}

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@ -12,13 +12,13 @@ namespace GolfControls
private void OnEnable()
{
GolfControl.ForceDirectionUpdated += UpdateHitAngle;
GolfControl.PowerPercentFinalized += BeginHit;
GolfControl.HitPowerDecided += BeginHit;
}
private void OnDisable()
{
GolfControl.ForceDirectionUpdated -= UpdateHitAngle;
GolfControl.PowerPercentFinalized -= BeginHit;
GolfControl.HitPowerDecided -= BeginHit;
}
private void UpdateHitAngle(Vector3 vec)

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@ -11,13 +11,13 @@ namespace GolfControls
public delegate void intDelegate(int value);
public static floatDelegate PowerPercentUpdated;
public static floatDelegate PowerPercentFinalized;
public static floatDelegate HitPowerDecided;
public static vector3Delegate ForceDirectionUpdated;
public static vector3Delegate BallPositionUpdated;
public static vector3Delegate BallStoppedAtPosition;
public static intDelegate strokeCountUpdated;
private bool buildingPower;
float outputPercent = 0.0f;
private bool ballIsMoving;
[SerializeField] private float timeToMaxPower = 1.0f;
@ -38,6 +38,7 @@ namespace GolfControls
StartCoroutine(UpdateHitAngle());
strokeCount = 1;
strokeCountUpdated?.Invoke(strokeCount);
StartCoroutine(SlidePower());
}
private void OnEnable()
@ -56,14 +57,17 @@ namespace GolfControls
inGoal = true;
}
public void ToggleSlide()
public void HitBall()
{
if (ballIsMoving) return;
buildingPower = !buildingPower;
if (buildingPower)
{
StartCoroutine(SlidePower());
}
PowerPercentUpdated?.Invoke(outputPercent);
HitPowerDecided?.Invoke(outputPercent);
Vector3 hitVector = hitAngle.normalized * (outputPercent * baseForce);
ballBody.AddForce(hitVector);
StartCoroutine(TrackingBall());
}
private IEnumerator UpdateHitAngle()
@ -94,10 +98,12 @@ namespace GolfControls
bool goingUp = true;
float timerGoal = timeToMaxPower;
float outputPercent = 0.0f;
outputPercent = 0.0f;
while (buildingPower)
while (true)
{
while (ballIsMoving) yield return null;
yield return null;
if (inGoal) yield break;
@ -118,8 +124,11 @@ namespace GolfControls
PowerPercentUpdated?.Invoke(outputPercent);
float pauseTimer = 0.0f;
while (buildingPower && pauseTimer < pauseTimeAtEnds)
while (pauseTimer < pauseTimeAtEnds)
{
while (ballIsMoving) yield return null;
yield return null;
pauseTimer += Time.deltaTime;
}
@ -127,14 +136,6 @@ namespace GolfControls
SwapDirection();
}
PowerPercentUpdated?.Invoke(0);
PowerPercentFinalized?.Invoke(outputPercent);
Vector3 hitVector = hitAngle.normalized * (outputPercent * baseForce);
ballBody.AddForce(hitVector);
StartCoroutine(TrackingBall());
void SwapDirection()
{
goingUp = !goingUp;

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using System;
using System.Collections;
using TMPro;
using UnityEngine;
namespace GolfControls
{
public class ForceArrow : MonoBehaviour
{
public GameObject Model;
public Vector3 arrowOffset = new Vector3(0, .5f, 0);
public float maxBounceSpeed = 0.07f;
public float bounceTimeSeconds = 0.5f;
public TextMeshProUGUI debugText;
private void Start()
{
StartCoroutine(Bouncing());
}
private void OnEnable()
{
GolfControl.BallPositionUpdated += UpdatePos;
GolfControl.ForceDirectionUpdated += UpdateDirection;
GolfControl.HitPowerDecided += OnBallHit;
GolfControl.BallStoppedAtPosition += OnBallStopped;
}
private void OnDisable()
{
GolfControl.BallPositionUpdated -= UpdatePos;
GolfControl.ForceDirectionUpdated -= UpdateDirection;
GolfControl.HitPowerDecided -= OnBallHit;
GolfControl.BallStoppedAtPosition -= OnBallStopped;
}
private IEnumerator Bouncing()
{
Transform child = Model.transform;
int dir = 1;
int startingDir = dir;
float timer = 0;
Vector3 startingPos = child.localPosition;
while (true)
{
while (true)
{
float percent = timer / bounceTimeSeconds;
Vector3 move = Vector3.up * (Time.deltaTime * percent * maxBounceSpeed * dir);
child.Translate(move,Space.World);
timer += Time.deltaTime;
if (timer >= bounceTimeSeconds)
{
timer = 0;
break;
}
yield return null;
}
while (true)
{
float percent = timer / bounceTimeSeconds;
percent = 1.0f - percent;
Vector3 move = Vector3.up * (Time.deltaTime * percent * maxBounceSpeed * dir);
child.Translate(move,Space.World);
timer += Time.deltaTime;
if (timer >= bounceTimeSeconds)
{
timer = 0;
dir = -dir;
if (dir == startingDir)
{
child.localPosition = startingPos;
}
break;
}
yield return null;
}
}
}
private void OnBallHit(float _)
{
Model.SetActive(false);
}
private void UpdateDirection(Vector3 direction)
{
double angle = getAngle(Vector2.zero, new Vector2(direction.z, direction.x));
float trueAngle = (float)angle + 180.0f;
Vector3 euler = new Vector3(0, trueAngle, 0);
transform.localRotation = Quaternion.Euler(euler);
debugText.text = trueAngle + " : "+direction;
double getAngle(Vector2 me, Vector2 target) {
return Math.Atan2(target.y - me.y, target.x - me.x) * (180/Math.PI);
}
}
private void OnBallStopped(Vector3 ballPosition)
{
UpdatePos(ballPosition);
Model.SetActive(true);
}
private void UpdatePos(Vector3 pos)
{
transform.position = pos + arrowOffset;
}
}
}

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@ -5,8 +5,8 @@ namespace GolfControls
{
public class PowerBarDisplay : MonoBehaviour
{
[SerializeField]private RectTransform barRect;
[SerializeField]private RectTransform fullRect;
[SerializeField]private RectTransform maskRect;
[SerializeField]private RectTransform fillingRect;
private void OnEnable()
@ -21,12 +21,12 @@ namespace GolfControls
private void UpdateDisplay(float percent)
{
float width = fullRect.sizeDelta.x;
float maxHeight = fullRect.sizeDelta.y;
float width = maskRect.sizeDelta.x;
float maxHeight = fillingRect.sizeDelta.y;
float scaledHeight = maxHeight * percent;
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