|
|
|
|
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
|
|
|
|
|
//
|
|
|
|
|
// Purpose: Target that sends events when hit by an arrow
|
|
|
|
|
//
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
using UnityEngine.Events;
|
|
|
|
|
using System.Collections;
|
|
|
|
|
|
|
|
|
|
namespace Valve.VR.InteractionSystem
|
|
|
|
|
{
|
|
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
|
public class ArcheryTarget : MonoBehaviour
|
|
|
|
|
{
|
|
|
|
|
public UnityEvent onTakeDamage;
|
|
|
|
|
|
|
|
|
|
public bool onceOnly = false;
|
|
|
|
|
public Transform targetCenter;
|
|
|
|
|
|
|
|
|
|
public Transform baseTransform;
|
|
|
|
|
public Transform fallenDownTransform;
|
|
|
|
|
public float fallTime = 0.5f;
|
|
|
|
|
|
|
|
|
|
const float targetRadius = 0.25f;
|
|
|
|
|
|
|
|
|
|
private bool targetEnabled = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-------------------------------------------------
|
|
|
|
|
private void ApplyDamage()
|
|
|
|
|
{
|
|
|
|
|
OnDamageTaken();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-------------------------------------------------
|
|
|
|
|
private void FireExposure()
|
|
|
|
|
{
|
|
|
|
|
OnDamageTaken();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-------------------------------------------------
|
|
|
|
|
private void OnDamageTaken()
|
|
|
|
|
{
|
|
|
|
|
if ( targetEnabled )
|
|
|
|
|
{
|
|
|
|
|
onTakeDamage.Invoke();
|
|
|
|
|
StartCoroutine( this.FallDown() );
|
|
|
|
|
|
|
|
|
|
if ( onceOnly )
|
|
|
|
|
{
|
|
|
|
|
targetEnabled = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-------------------------------------------------
|
|
|
|
|
private IEnumerator FallDown()
|
|
|
|
|
{
|
|
|
|
|
if ( baseTransform )
|
|
|
|
|
{
|
|
|
|
|
Quaternion startingRot = baseTransform.rotation;
|
|
|
|
|
|
|
|
|
|
float startTime = Time.time;
|
|
|
|
|
float rotLerp = 0f;
|
|
|
|
|
|
|
|
|
|
while ( rotLerp < 1 )
|
|
|
|
|
{
|
|
|
|
|
rotLerp = Util.RemapNumberClamped( Time.time, startTime, startTime + fallTime, 0f, 1f );
|
|
|
|
|
baseTransform.rotation = Quaternion.Lerp( startingRot, fallenDownTransform.rotation, rotLerp );
|
|
|
|
|
yield return null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
yield return null;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|