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73 lines
2.1 KiB
C#

6 months ago
using Autohand;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Briefcase : MonoBehaviour
{
public Grabbable grabbable;
public Transform openCloseTransform;
public float openCloseSpeed = 1;
public AnimationCurve openCloseCurve;
public float openAngle = 110;
public float closeAngle = -10;
bool isOpen = true;
float openCloseState = 1;
Vector3 targetOpenRotation;
Vector3 targetCloseRotation;
private void OnEnable() {
targetOpenRotation = new Vector3(openAngle, 0, 0);
targetCloseRotation = new Vector3(closeAngle, 0, 0);
openCloseState = isOpen ? 1 : 0;
openCloseTransform.localRotation = Quaternion.Euler(Vector3.Lerp(targetCloseRotation, targetOpenRotation, openCloseCurve.Evaluate(openCloseState)));
}
public void Open() {
isOpen = true;
}
public void Close() {
isOpen = false;
}
void Update() {
if(isOpen && openCloseState < 1) {
openCloseState += Time.deltaTime * openCloseSpeed;
openCloseState = Mathf.Clamp01(openCloseState);
openCloseTransform.localRotation = Quaternion.Euler(Vector3.Lerp(targetCloseRotation, targetOpenRotation, openCloseCurve.Evaluate(openCloseState)));
if(openCloseState >= 1) {
OnOpen();
}
}
else if(!isOpen && openCloseState > 0) {
openCloseState -= Time.deltaTime * openCloseSpeed;
openCloseState = Mathf.Clamp01(openCloseState);
openCloseTransform.localRotation = Quaternion.Euler(Vector3.Lerp(targetCloseRotation, targetOpenRotation, openCloseCurve.Evaluate(openCloseState)));
if(openCloseState <= 0) {
OnClose();
}
}
}
public void OnOpen() {
foreach(var placepoint in grabbable.childPlacePoints) {
placepoint.enabled = true;
}
}
public void OnClose() {
foreach(var placepoint in grabbable.childPlacePoints) {
placepoint.enabled = false;
}
}
}