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

Created Golf Control system

This commit is contained in:
Abraham Blain 2024-04-11 10:40:34 -04:00
parent a6758c4726
commit f8e7f1bc4f
27 changed files with 6735 additions and 7 deletions

8
Assets/GolfControls.meta Normal file
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using UnityEngine;
namespace GolfControls
{
public class ControlConfiguration : MonoBehaviour
{
public float ballDrag;
public float timeToMaxSeconds;
public float pauseTimeSeconds;
}
}

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using System;
using UnityEngine;
namespace GolfControls
{
public class DirectionArrow : MonoBehaviour
{
[SerializeField] private LineRenderer lineRenderer;
[SerializeField] private float lineLength = 0.5f;
private void OnEnable()
{
GolfControl.BallPositionUpdated += UpdatePos;
GolfControl.ForceDirectionUpdated += UpdateLine;
GolfControl.PowerPercentFinalized += OnBallHit;
GolfControl.BallStoppedAtPosition += OnBallStopped;
}
private void OnDisable()
{
GolfControl.BallPositionUpdated -= UpdatePos;
GolfControl.ForceDirectionUpdated -= UpdateLine;
GolfControl.PowerPercentFinalized -= OnBallHit;
GolfControl.BallStoppedAtPosition -= OnBallStopped;
}
private void UpdatePos(Vector3 pos)
{
transform.position = pos;
}
private void UpdateLine(Vector3 direction)
{
lineRenderer.SetPosition(0,Vector3.zero);
lineRenderer.SetPosition(1,direction.normalized*lineLength);
}
private void OnBallHit(float _)
{
lineRenderer.enabled = false;
}
private void OnBallStopped(Vector3 ballPosition)
{
UpdatePos(ballPosition);
lineRenderer.enabled = true;
}
}
}

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using System;
using UnityEngine;
namespace GolfControls
{
public class Goal : MonoBehaviour
{
public delegate void basicDelegate();
public static basicDelegate GoalHit;
public MeshRenderer myMeshRenderer;
public Material Material;
public void OnTriggerEnter(Collider other)
{
myMeshRenderer.material = Material;
GoalHit?.Invoke();
}
}
}

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using System;
using UnityEngine;
namespace GolfControls
{
public class GolfBallController : MonoBehaviour
{
[SerializeField] private Rigidbody ballBody;
[SerializeField] private float baseForce = 1.0f;
private Vector3 hitAngle = Vector3.zero;
private void OnEnable()
{
GolfControl.ForceDirectionUpdated += UpdateHitAngle;
GolfControl.PowerPercentFinalized += BeginHit;
}
private void OnDisable()
{
GolfControl.ForceDirectionUpdated -= UpdateHitAngle;
GolfControl.PowerPercentFinalized -= BeginHit;
}
private void UpdateHitAngle(Vector3 vec)
{
hitAngle = vec;
}
private void BeginHit(float force)
{
Vector3 hitVector = hitAngle.normalized * (force * baseForce);
ballBody.AddForce(hitVector);
}
}
}

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using System;
using System.Collections;
using UnityEngine;
namespace GolfControls
{
public class GolfControl : MonoBehaviour
{
public delegate void vector3Delegate(Vector3 vector);
public delegate void floatDelegate(float value);
public delegate void intDelegate(int value);
public static floatDelegate PowerPercentUpdated;
public static floatDelegate PowerPercentFinalized;
public static vector3Delegate ForceDirectionUpdated;
public static vector3Delegate BallPositionUpdated;
public static vector3Delegate BallStoppedAtPosition;
public static intDelegate strokeCountUpdated;
private bool buildingPower;
private bool ballIsMoving;
[SerializeField] private float timeToMaxPower = 1.0f;
[SerializeField] private float timeToMinPower = 1.0f;
[SerializeField] private float pauseTimeAtEnds = 0.05f;
[SerializeField] private Transform forceDirectionTransform;
[SerializeField] private Rigidbody ballBody;
[SerializeField] private float baseForce = 1.0f;
private Vector3 hitAngle = Vector3.zero;
private int strokeCount;
private bool inGoal;
private void Start()
{
StartCoroutine(UpdateHitAngle());
strokeCount = 1;
strokeCountUpdated?.Invoke(strokeCount);
}
private void OnEnable()
{
Goal.GoalHit += OnGoalHit;
}
private void OnDisable()
{
Goal.GoalHit -= OnGoalHit;
}
private void OnGoalHit()
{
ballBody.velocity = Vector3.zero;
inGoal = true;
}
public void ToggleSlide()
{
if (ballIsMoving) return;
buildingPower = !buildingPower;
if (buildingPower)
{
StartCoroutine(SlidePower());
}
}
private IEnumerator UpdateHitAngle()
{
yield return null;
while (true)
{
yield return null;
BallPositionUpdated?.Invoke(ballBody.transform.position);
Vector3 ballPos = ballBody.transform.position;
Vector3 angleSourcePos = forceDirectionTransform.position;
Vector3 positionDifference = ballPos - angleSourcePos;
Vector3 forceVector = Vector3.ProjectOnPlane(positionDifference,Vector3.down);
ForceDirectionUpdated?.Invoke(forceVector);
hitAngle = forceVector;
}
}
private IEnumerator SlidePower()
{
float timer = 0;
bool goingUp = true;
float timerGoal = timeToMaxPower;
float outputPercent = 0.0f;
while (buildingPower)
{
yield return null;
if (inGoal) yield break;
timer += Time.deltaTime;
float percentTime = timer / timerGoal;
outputPercent = goingUp ? percentTime : 1.0f - percentTime;
PowerPercentUpdated?.Invoke(outputPercent);
if (percentTime < 1.0f) continue;
//Bounce back starts here
percentTime = 1.0f;
outputPercent = goingUp ? percentTime : 1.0f - percentTime;
PowerPercentUpdated?.Invoke(outputPercent);
float pauseTimer = 0.0f;
while (buildingPower && pauseTimer < pauseTimeAtEnds)
{
yield return null;
pauseTimer += Time.deltaTime;
}
SwapDirection();
}
PowerPercentUpdated?.Invoke(0);
PowerPercentFinalized?.Invoke(outputPercent);
Vector3 hitVector = hitAngle.normalized * (outputPercent * baseForce);
ballBody.AddForce(hitVector);
StartCoroutine(TrackingBall());
void SwapDirection()
{
goingUp = !goingUp;
timerGoal = goingUp ? timeToMaxPower : timeToMinPower;
timer = 0;
}
}
private IEnumerator TrackingBall()
{
float minVelocityMagnitude = 0.1f;
float ballStopTime = 1.0f;
ballIsMoving = true;
while (true)
{
yield return null;
if (inGoal) yield break;
if(ballBody.velocity.magnitude >= minVelocityMagnitude) continue;
float timer = 0.0f;
bool isStopped = true;
while (timer < ballStopTime)
{
yield return null;
if (inGoal) yield break;
timer += Time.deltaTime;
if (ballBody.velocity.magnitude > minVelocityMagnitude)
{
isStopped = false;
break;
}
}
if (isStopped) break;
}
ballBody.velocity = Vector3.zero;
ballIsMoving = false;
if (inGoal) yield break;
strokeCount++;
strokeCountUpdated?.Invoke(strokeCount);
BallStoppedAtPosition?.Invoke(ballBody.transform.position);
}
}
}

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using System;
using UnityEngine;
namespace GolfControls
{
public class PowerBarDisplay : MonoBehaviour
{
[SerializeField]private RectTransform barRect;
[SerializeField]private RectTransform fullRect;
private void OnEnable()
{
GolfControl.PowerPercentUpdated += UpdateDisplay;
}
private void OnDisable()
{
GolfControl.PowerPercentUpdated -= UpdateDisplay;
}
private void UpdateDisplay(float percent)
{
float width = fullRect.sizeDelta.x;
float maxHeight = fullRect.sizeDelta.y;
float scaledHeight = maxHeight * percent;
barRect.sizeDelta = new Vector2(width,scaledHeight);
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using System;
using TMPro;
using UnityEngine;
namespace GolfControls.UI
{
public class StrokeDisplay : MonoBehaviour
{
public TextMeshProUGUI numText;
private int currentStrokeCount;
private void OnEnable()
{
GolfControl.strokeCountUpdated += UpdateText;
Goal.GoalHit += OnGoal;
}
private void OnDisable()
{
GolfControl.strokeCountUpdated -= UpdateText;
Goal.GoalHit -= OnGoal;
}
private void UpdateText(int value)
{
currentStrokeCount = value;
numText.text = value.ToString();
}
private void OnGoal()
{
numText.text = "GOAL AT: " + currentStrokeCount;
numText.color = Color.green;
}
}
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@ -841,7 +845,7 @@ PlayerSettings:
metroCertificateNotAfter: 0000000000000000
metroApplicationDescription: UDRIGolf2024
wsaImages: {}
metroTileShortName:
metroTileShortName: UDRIGolf2024
metroTileShowName: 0
metroMediumTileShowName: 0
metroLargeTileShowName: 0