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DragShotMover.cs
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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Collider))]
public class DragShotMover : MonoBehaviour
{
/*
Drag-Shot Mover v01
Desc: Allows force to be applied to the object by clicking that body
and dragging to designate a force vector with a maximum magnitude.
TODO:
+ set dead zone to a percentage
+ add a "tension" option to the feel of the drag
+ fancy, non-debug line
+ add something to the disc that will make it clear how its tilted.
Known Issues:
Reminders / Caveats / Gotchas:
+ OnMouseDown doesn't see the target object under another collider. This is just
how Unity works.
*/
public float magBase = 2; // this is the base magnitude and the maximum length of the line drawn in the user interface
public float magMultiplier = 5; // multiply the line length by this to allow for higher force values to be represented by shorter lines
public Vector3 dragPlaneNormal = Vector3.up; // a vector describing the orientation of the drag plan relative to world-space but centered on the target
public SnapDir snapDirection = SnapDir.away; // force is applied either toward or away from the mouse on release
public ForceMode forceTypeToApply = ForceMode.VelocityChange;
public bool overrideVelocity = true; // cancel the existing velocity before applying the new force
public bool pauseOnDrag = true; // causes the simulation to pause when the object is clicked and unpause when released
public Color noForceColor = Color.yellow; // color of the visualization helpers at force 0
public Color maxForceColor = Color.red; // color of the visualization helpers at maximum force
public enum SnapDir { toward, away }
private Vector3 forceVector;
private float magPercent = 0;
private bool mouseDragging = false;
private Vector3 mousePos3D;
private float dragDistance;
private Plane dragPlane;
private Ray mouseRay;
private GameObject dragZone;
private string shaderString = "Transparent/Diffuse";
private Material dzMat;
public Rigidbody rb;
void Start()
{
Color currentColor = noForceColor;
dzMat = new Material(Shader.Find(shaderString));
// create the dragzone visual helper
dragZone = new GameObject("dragZone_" + gameObject.name);
dragZone.AddComponent<MeshFilter>().mesh = MakeDiscMeshBrute(magBase / 4);
//dragZone.GetComponent.MeshFilter.
dragZone.AddComponent<MeshRenderer>();
dragZone.GetComponent<Renderer>().enabled = false;
dragZone.name = "dragZone_" + gameObject.name;
dragZone.transform.localScale = new Vector3(magBase * 2, 0.025f, magBase * 2);
dragZone.GetComponent<Renderer>().material = dzMat;
dragZone.GetComponent<Renderer>().material.color = currentColor * new Color(1, 1, 1, 0.2f);
// create the dragplane
dragPlane = new Plane(dragPlaneNormal, transform.position);
// orient the drag plane
if (dragPlaneNormal != Vector3.zero)
{
dragZone.transform.rotation = Quaternion.LookRotation(dragPlaneNormal) * new Quaternion(1, 0, 0, 1);
}
else Debug.LogError("Drag plane normal cannot be equal to Vector3.zero.");
//update the position of the dragzone
dragZone.transform.position = transform.position;
}
void OnMouseDown()
{
mouseDragging = true;
if (pauseOnDrag)
{
// pause the simulation
Time.timeScale = 0;
}
// update the dragplane
dragPlane = new Plane(dragPlaneNormal, transform.position);
// orient the drag plane
if (dragPlaneNormal != Vector3.zero)
{
dragZone.transform.rotation = Quaternion.LookRotation(dragPlaneNormal) * new Quaternion(1, 0, 0, 1);
}
else Debug.LogError("Drag plane normal cannot be equal to Vector3.zero.");
//update the position of the dragzone
dragZone.transform.position = transform.position;
dragZone.GetComponent<Renderer>().enabled = true;
}
void OnMouseDrag()
{
Color currentColor = noForceColor;
// update the plane if the target object has left it
if (dragPlane.GetDistanceToPoint(transform.position) != 0)
{
// update dragplane by constructing a new one -- I should check this with a profiler
dragPlane = new Plane(dragPlaneNormal, transform.position);
}
// create a ray from the camera, through the mouse position in 3D space
mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
// if mouseRay intersects with dragPlane
float intersectDist = 0.0f;
if (dragPlane.Raycast(mouseRay, out intersectDist))
{
// update the world space point for the mouse position on the dragPlane
mousePos3D = mouseRay.GetPoint(intersectDist);
// calculate the distance between the 3d mouse position and the object position
dragDistance = Mathf.Clamp((mousePos3D - transform.position).magnitude, 0, magBase);
// calculate the force vector
if (dragDistance * magMultiplier < 1) dragDistance = 0; // this is to allow for a "no move" buffer close to the object
forceVector = mousePos3D - transform.position;
forceVector.Normalize();
forceVector *= dragDistance * magMultiplier;
// update color the color
// calculate the percentage value of current force magnitude out of maximum
magPercent = (dragDistance * magMultiplier) / (magBase * magMultiplier);
// choose color based on how close magPercent is to either 0 or max
currentColor = noForceColor * (1 - magPercent) + maxForceColor * magPercent;
// dragzone color
dragZone.GetComponent<Renderer>().material.color = currentColor * new Color(1, 1, 1, 0.2f);
// draw the line
Debug.DrawRay(transform.position, forceVector / magMultiplier, currentColor);
}
//update the position of the dragzone
dragZone.transform.position = transform.position;
}
void OnMouseUp()
{
mouseDragging = false;
if (overrideVelocity)
{
// cancel existing velocity
rb.AddForce(-rb.velocity, ForceMode.VelocityChange);
}
// add new force
int snapD = 1;
if (snapDirection == SnapDir.away) snapD = -1; // if snapdirection is "away" set the force to apply in the opposite direction
//Rigidbody.AddForce(snapD * forceVector, forceTypeToApply);
rb.AddForce(snapD * forceVector, forceTypeToApply);
// cleanup
dragZone.GetComponent<Renderer>().enabled = false;
if (pauseOnDrag)
{
// un-pause the simulation
Time.timeScale = 1;
}
}
void OnGUI()
{
if (mouseDragging)
{
Vector2 guiMouseCoord = GUIUtility.ScreenToGUIPoint(Input.mousePosition);
GUI.Box(new Rect(guiMouseCoord.x - 30, Screen.height - guiMouseCoord.y + 15, 100, 20), "force: " + Mathf.Round((forceVector).magnitude));
}
}
Mesh MakeDiscMeshBrute(float r)
{
Mesh discMesh;
Vector3[] dmVerts = new Vector3[18];
Vector3[] dmNorms = new Vector3[18];
Vector2[] dmUVs = new Vector2[18];
int[] dmTris = new int[48];
int i = 0;
discMesh = new Mesh();
dmVerts[0] = new Vector3(0, 0, 0);
dmVerts[1] = new Vector3(0, 0, r);
dmVerts[2] = new Vector3(1, 0, 1).normalized * r; // find the vector at the correct distance the hacky-hillbilly way!
dmVerts[3] = new Vector3(r, 0, 0);
dmVerts[4] = new Vector3(1, 0, -1).normalized * r;
dmVerts[5] = new Vector3(0, 0, -r);
dmVerts[6] = new Vector3(-1, 0, -1).normalized * r;
dmVerts[7] = new Vector3(-r, 0, 0);
dmVerts[8] = new Vector3(-1, 0, 1).normalized * r;
// set the other side to the same points
for (i = 0; i < dmVerts.Length / 2; i++)
{
dmVerts[dmVerts.Length / 2 + i] = dmVerts[i];
}
for (i = 0; i < dmNorms.Length; i++)
{
if (i < dmNorms.Length / 2) dmNorms[i] = Vector3.up; // set side one to face up
else dmNorms[i] = -Vector3.up; // set side two to face down
}
dmUVs[0] = new Vector2(0, 0);
dmUVs[1] = new Vector2(0, r);
dmUVs[2] = new Vector2(1, 1).normalized * r; ;
dmUVs[3] = new Vector2(r, 0);
dmUVs[4] = new Vector2(1, -1).normalized * r; ;
dmUVs[5] = new Vector2(0, -r);
dmUVs[6] = new Vector2(-1, -1).normalized * r; ;
dmUVs[7] = new Vector2(-r, 0);
dmUVs[8] = new Vector2(-1, 1).normalized * r; ;
// set the other side to the same points
for (i = 0; i < dmUVs.Length / 2; i++)
{
dmUVs[dmUVs.Length / 2 + i] = dmUVs[i];
}
dmTris[0] = 0;
dmTris[1] = 1;
dmTris[2] = 2;
dmTris[3] = 0;
dmTris[4] = 2;
dmTris[5] = 3;
dmTris[6] = 0;
dmTris[7] = 3;
dmTris[8] = 4;
dmTris[9] = 0;
dmTris[10] = 4;
dmTris[11] = 5;
dmTris[12] = 0;
dmTris[13] = 5;
dmTris[14] = 6;
dmTris[15] = 0;
dmTris[16] = 6;
dmTris[17] = 7;
dmTris[18] = 0;
dmTris[19] = 7;
dmTris[20] = 8;
dmTris[21] = 0;
dmTris[22] = 8;
dmTris[23] = 1;
// side two
dmTris[24] = 9;
dmTris[25] = 11;
dmTris[26] = 10;
dmTris[27] = 9;
dmTris[28] = 12;
dmTris[29] = 11;
dmTris[30] = 9;
dmTris[31] = 13;
dmTris[32] = 12;
dmTris[33] = 9;
dmTris[34] = 14;
dmTris[35] = 13;
dmTris[36] = 9;
dmTris[37] = 15;
dmTris[38] = 14;
dmTris[39] = 9;
dmTris[40] = 16;
dmTris[41] = 15;
dmTris[42] = 9;
dmTris[43] = 17;
dmTris[44] = 16;
dmTris[45] = 9;
dmTris[46] = 10;
dmTris[47] = 17;
discMesh.vertices = dmVerts;
discMesh.uv = dmUVs;
discMesh.normals = dmNorms;
discMesh.triangles = dmTris;
return discMesh;
}
}