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mirror of https://projects.caleb-brown.dev/UDRI-XRT/UDRIGEEKCup2024.git synced 2025-01-22 07:08:51 -05:00

Merge pull request 'Created Golf Control system' (#1) from AR-Controls into development

Reviewed-on: https://udrimavric.com/MAVRIC/UDRIGolf2024/pulls/1
This commit is contained in:
Caleb Brown 2024-04-16 16:51:57 +00:00
commit 99b6677ebe
78 changed files with 6660 additions and 7 deletions

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using System;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class AngleCalculator : MonoBehaviour
{
public Vector3Variable directionVariable;
public FloatVariable angleVariable;
public Transform targetTransform;
private void Update()
{
Vector3 myPos = transform.position;
Vector3 targetPos = targetTransform.position;
Vector3 angleVector = Vector3.ProjectOnPlane(myPos - targetPos,Vector3.down);
directionVariable.SetValue(angleVector);
double angle = getAngle(Vector2.zero, new Vector2(angleVector.z, angleVector.x));
float adjustedAngle = (float) angle + 180.0f;
angleVariable.SetValue(adjustedAngle);
double getAngle(Vector2 me, Vector2 target) {
return Math.Atan2(target.y - me.y, target.x - me.x) * (180/Math.PI);
}
}
}
}

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using System;
using System.Collections;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class BallHitController : MonoBehaviour
{
public VoidEvent ballHitEvent;
public Vector3Variable AngleVariable;
public FloatVariable PowerVariable;
public BoolVariable isMovingVariable;
public BoolVariable inHoleVariable;
public float baseForce;
private Rigidbody body;
private void Start()
{
body = gameObject.GetComponent<Rigidbody>();
}
private void OnEnable()
{
ballHitEvent.Register(OnHit);
}
private void OnDisable()
{
ballHitEvent.Unregister(OnHit);
}
private void OnHit()
{
if(isMovingVariable.Value) return;
Vector3 hitVector = AngleVariable.Value.normalized * (PowerVariable.Value * baseForce);
body.AddForce(hitVector);
StartCoroutine(TrackState());
}
private IEnumerator TrackState()
{
float minVelocityMagnitude = 0.1f;
float ballStopTime = 1.0f;
isMovingVariable.SetValue(true);
while (!inHoleVariable.Value)
{
yield return null;
if(body.velocity.magnitude >= minVelocityMagnitude) continue;
float timer = 0.0f;
bool isStopped = true;
while (timer < ballStopTime)
{
yield return null;
if (inHoleVariable.Value) break;
timer += Time.deltaTime;
if (body.velocity.magnitude > minVelocityMagnitude)
{
isStopped = false;
break;
}
}
if (isStopped) break;
}
body.velocity = Vector3.zero;
body.angularVelocity = Vector3.zero;
isMovingVariable.SetValue(false);
}
}
}

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using System;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class Goal : MonoBehaviour
{
public BoolVariable hitVariable;
public MeshRenderer myMeshRenderer;
public Material Material;
public void OnTriggerEnter(Collider other)
{
myMeshRenderer.material = Material;
hitVariable.SetValue(true);
}
}
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using System;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class PositionRecorder : MonoBehaviour
{
public Vector3Variable positionVariable;
private void Update()
{
positionVariable.SetValue(transform.position);
}
}
}

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using System;
using System.Collections;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class PowerController : MonoBehaviour
{
public FloatVariable powerVariable;
public BoolVariable isPausedVariable;
[SerializeField] private float timeToMaxPower = 1.0f;
[SerializeField] private float pauseTimeAtEnds = 0.05f;
private void Start()
{
StartCoroutine(SlidePower());
}
private IEnumerator SlidePower()
{
float timer = 0;
bool goingUp = true;
float timerGoal = timeToMaxPower;
while (true)
{
while (isPausedVariable.Value) yield return null;
yield return null;
timer += Time.deltaTime;
float percentTime = timer / timerGoal;
float outputPercent = goingUp ? percentTime : 1.0f - percentTime;
powerVariable.SetValue(outputPercent);
if (percentTime < 1.0f) continue;
//Bounce back starts here
percentTime = 1.0f;
outputPercent = goingUp ? percentTime : 1.0f - percentTime;
powerVariable.SetValue(outputPercent);
float pauseTimer = 0.0f;
while (pauseTimer < pauseTimeAtEnds)
{
while (isPausedVariable.Value) yield return null;
yield return null;
pauseTimer += Time.deltaTime;
}
SwapDirection();
}
void SwapDirection()
{
goingUp = !goingUp;
timer = 0;
}
}
}
}

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using System;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class StrokeCounter : MonoBehaviour
{
public BoolVariable ballMovingVariable;
public IntVariable StrokeVariable;
public VoidEvent HitEvent;
private void OnEnable()
{
HitEvent.Register(OnHit);
}
private void OnDisable()
{
HitEvent.Unregister(OnHit);
}
private void OnHit()
{
if (ballMovingVariable.Value) return;
StrokeVariable.SetValue(StrokeVariable.Value+1);
}
}
}

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using System;
using System.Collections;
using TMPro;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class ForceArrow : MonoBehaviour
{
public FloatVariable AngleVariable;
public BoolVariable HideModelVariable;
public Transform followedBallTransform;
public GameObject Model;
public Vector3 arrowOffset = new Vector3(0, .5f, 0);
public float maxBounceSpeed = 0.07f;
public float bounceTimeSeconds = 0.5f;
private void Start()
{
StartCoroutine(Bouncing());
}
private void Update()
{
UpdatePos(followedBallTransform.position);
UpdateDirection(AngleVariable.Value);
Model.SetActive(!HideModelVariable.Value);
}
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 UpdateDirection(float angle)
{
Vector3 euler = new Vector3(0, angle, 0);
transform.localRotation = Quaternion.Euler(euler);
}
private void UpdatePos(Vector3 pos)
{
transform.position = pos + arrowOffset;
}
}
}

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using System;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class PowerBarDisplay : MonoBehaviour
{
public FloatVariable powerVariable;
[SerializeField]private RectTransform maskRect;
[SerializeField]private RectTransform fillingRect;
private void Update()
{
UpdateDisplay(powerVariable.Value);
}
private void UpdateDisplay(float percent)
{
float width = maskRect.sizeDelta.x;
float maxHeight = fillingRect.sizeDelta.y;
float scaledHeight = maxHeight * percent;
maskRect.sizeDelta = new Vector2(width,scaledHeight);
}
}
}

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using System;
using TMPro;
using UnityAtoms.BaseAtoms;
using UnityEngine;
namespace GolfControls
{
public class StrokeDisplay : MonoBehaviour
{
public TextMeshProUGUI numText;
public IntVariable strokeVariable;
public BoolVariable InGoalVariable;
private void Update()
{
if (InGoalVariable.Value)
{
OnGoal();
return;
}
UpdateText(strokeVariable.Value);
}
private void UpdateText(int value)
{
numText.color = Color.white;
numText.text = value.ToString();
}
private void OnGoal()
{
numText.text = "GOAL AT: " + strokeVariable.Value;
numText.color = Color.green;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneReloader : MonoBehaviour
{
public string startingSceneName;
public void Reload()
{
SceneManager.LoadScene(startingSceneName);
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{
"scopedRegistries": [
{
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View File

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