quality-control/Assets/Scripts/CranePickDrop.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CranePickDrop : MonoBehaviour
{
public SlidingCrane crane;
public Magnet magnet;
public Transform dropTarget;
public Rigidbody handlingBody;
public float magnetStrength;
public enum State
{
Idle,
Catching,
WaitingToCatch,
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Tansporting,
Finished,
}
public State state;
float timer = 0;
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public void OnTriggerEnterSignalReceived(EnterTriggerSender sender)
{
var otherRb = sender.triggeredCollider.attachedRigidbody;
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if (!otherRb.GetComponent<Product>())
{
return;
}
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if (otherRb && otherRb.isKinematic == false && state == State.Idle)
{
handlingBody = otherRb;
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crane.targetTransform = handlingBody.transform;
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state = State.Catching;
}
}
public void OnTriggerExitSignalReceived(EnterTriggerSender sender)
{
var otherRb = sender.triggeredCollider;
}
void Start()
{
magnetStrength = magnet.strength;
}
void Update()
{
if (state == State.Catching)
{
Debug.Assert(handlingBody, this);
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if (handlingBody == null)
{
state = State.Idle;
return;
}
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if (magnet.IsCloseTo(handlingBody, 5f))
{
magnet.strength = magnetStrength;
}
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if (magnet.IsCloseTo(handlingBody, 2f))
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{
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crane.targetTransform = null;
state = State.WaitingToCatch;
timer = 3;
}
}
else if (state == State.WaitingToCatch)
{
timer -= Time.deltaTime;
if (timer < 0)
{
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state = State.Tansporting;
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crane.targetTransform = dropTarget;
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}
}
else if (state == State.Tansporting)
{
if (magnet.IsCloseToPlanar(dropTarget))
{
magnet.strength = 0;
state = State.Idle;
}
}
}
}