mirror of
https://github.com/nothke/quality-control.git
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83 lines
2.3 KiB
C#
83 lines
2.3 KiB
C#
using Nothke.Utils;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SlidingCrane : MonoBehaviour
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{
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public InertialInterpolator xMotion = InertialInterpolator.Default();
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public InertialInterpolator yMotion = InertialInterpolator.Default();
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public InertialInterpolator heightMotion = InertialInterpolator.Default();
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public Transform xTransform;
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public Transform yTransform;
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public float yRange = 10;
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public float xRange = 5;
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public float heightRange = 10;
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public float heightMax = -0.7f;
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public float heightMin = -10;
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/// <summary>
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/// if targetTrasnform is set, it will go to it. If null it will go to targetPoint
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/// </summary>
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public Transform targetTransform;
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/// <summary>
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/// if targetTrasnform is set, it will go to it. If null it will go to targetPoint
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/// </summary>
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public Vector3 targetPoint;
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public Transform cradleTransform;
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public Rigidbody cradleRb;
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private void Start()
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{
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targetPoint = transform.position;
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xMotion.progress = 0.5f;
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}
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.V))
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heightMotion.AccelerateTo(0);
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if (Input.GetKeyDown(KeyCode.F))
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heightMotion.AccelerateTo(1);
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}
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void FixedUpdate()
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{
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if (targetTransform)
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targetPoint = targetTransform.position;
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Vector3 localTarget = transform.InverseTransformPoint(targetPoint);
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Vector2 targetPlanar = new Vector2(localTarget.x, localTarget.z);
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float xTgt = Mathf.InverseLerp(-xRange, xRange, targetPlanar.x);
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float yTgt = Mathf.InverseLerp(0, yRange, targetPlanar.y);
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xMotion.AccelerateTo(xTgt);
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yMotion.AccelerateTo(yTgt);
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float x = Mathf.Lerp(-xRange, xRange, xMotion.progress);
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float y = yMotion.progress * yRange - 3;
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xMotion.Update(Time.deltaTime);
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yMotion.Update(Time.deltaTime);
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heightMotion.Update(Time.deltaTime);
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yTransform.localPosition = new Vector3(0, 0, yMotion.progress * yRange);
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xTransform.localPosition = new Vector3(x, 0, 0);
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//cradleRb.MovePosition(cradleTransform.position);
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cradleRb.transform.localPosition = new Vector3(0, Mathf.Lerp(heightMin, heightMax, heightMotion.progress), 0);
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}
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}
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