Files
ScienceLab.FrictionForce/Assets/Scripts/NoteBookController.cs
2026-05-29 18:30:19 +03:00

107 lines
3.0 KiB
C#

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