107 lines
3.0 KiB
C#
107 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class NoteBookController : MonoBehaviour
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{
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[SerializeField] private Transform _camera;
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[SerializeField] private HeroCameraController _cameraController;
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[SerializeField] private NoteBookUI _noteBookUI;
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[SerializeField] private float _distanceFromCamera = 0.5f;
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[SerializeField] private float _animationSpeed = 3f;
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private bool _isOpen = false;
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private Vector3 _originalPosition;
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private Quaternion _originalRotation;
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private Rigidbody _rb;
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private Collider _col;
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public bool IsOpen => _isOpen;
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private void Start()
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{
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_originalPosition = transform.position;
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_originalRotation = transform.rotation;
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_rb = GetComponent<Rigidbody>();
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_col = GetComponent<Collider>();
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}
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public void OpenNotebook()
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{
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if (_isOpen) return;
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_isOpen = true;
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if (_rb != null)
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{
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_rb.useGravity = false;
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_rb.velocity = Vector3.zero;
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_rb.angularVelocity = Vector3.zero;
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}
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if (_col != null) _col.enabled = false;
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if (_cameraController != null) _cameraController.SetCameraActive(false);
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StopAllCoroutines();
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StartCoroutine(AnimateOpen());
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}
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public void CloseNotebook()
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{
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if (!_isOpen) return;
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_isOpen = false;
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if (_noteBookUI != null) _noteBookUI.Hide();
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if (_cameraController != null) _cameraController.SetCameraActive(true);
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StopAllCoroutines();
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StartCoroutine(AnimateClose());
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}
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private IEnumerator AnimateOpen()
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{
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Vector3 targetPos = _camera.position
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+ _camera.forward * _distanceFromCamera
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+ Vector3.up * 0.01f;
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Quaternion targetRot = Quaternion.LookRotation(-_camera.up)
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* Quaternion.Euler(0f, 0f, 0f);
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float t = 0f;
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Vector3 startPos = transform.position;
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Quaternion startRot = transform.rotation;
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while (t < 1f)
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{
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t += Time.deltaTime * _animationSpeed;
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transform.position = Vector3.Lerp(startPos, targetPos, t);
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transform.rotation = Quaternion.Slerp(startRot, targetRot, t);
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yield return null;
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}
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transform.position = targetPos;
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transform.rotation = targetRot;
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if (_noteBookUI != null) _noteBookUI.Show();
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}
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private IEnumerator AnimateClose()
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{
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float t = 0f;
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Vector3 startPos = transform.position;
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Quaternion startRot = transform.rotation;
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while (t < 1f)
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{
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t += Time.deltaTime * _animationSpeed;
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transform.position = Vector3.Lerp(startPos, _originalPosition, t);
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transform.rotation = Quaternion.Slerp(startRot, _originalRotation, t);
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yield return null;
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}
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transform.position = _originalPosition;
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transform.rotation = _originalRotation;
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if (_rb != null) { _rb.useGravity = true; _rb.WakeUp(); }
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if (_col != null) _col.enabled = true;
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}
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}
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