Jamie Greunbaum 68b04418b5 - Added chimkins.
- Corrected lightmap issues with the stable ground.
2026-01-29 11:50:06 -05:00

232 lines
4.6 KiB
C#

using System.Threading;
using UdonSharp;
using UnityEngine;
using VRC.Core;
using VRC.SDK3.ClientSim;
using VRC.SDKBase;
using VRC.Udon;
public enum ChickenState
{
Idle,
Walk,
Run,
Eat,
Held
}
public class Chimken : UdonSharpBehaviour
{
[UdonSynced, FieldChangeCallback(nameof(AnimationState))] private ChickenState _AnimationState = 0;
[UdonSynced] private bool _IsBeingHeld = false;
[SerializeField] private string _FollowUser = "";
private VRCPlayerApi _PlayerToFollow = null;
[FieldChangeCallback(nameof(FollowMode))] private bool _FollowMode = false;
private Animator _Animator = null;
private bool _Moving = false;
private float _MovementTimer = 0.0f;
private float _MovementDirectionDegrees = 0.0f;
private const float WALK_SPEED = 0.35f;
private const float RUN_SPEED = 1.4f;
void Start()
{
_Animator = GetComponent<Animator>();
}
void FixedUpdate()
{
if (Networking.IsOwner(Networking.LocalPlayer, gameObject) && !_IsBeingHeld)
{
if (FollowMode && _PlayerToFollow != null)
{
Vector3 PlayerPosition = _PlayerToFollow.GetPosition();
Vector3 PlayerPositionLateral = new Vector3(PlayerPosition.x, 0.0f, PlayerPosition.z);
Vector3 ChickenPosition = transform.position;
Vector3 ChickenPositionLateral = new Vector3(ChickenPosition.x, 0.0f, ChickenPosition.z);
float DistanceToPlayer = Vector3.Distance(ChickenPositionLateral, PlayerPositionLateral);
if (DistanceToPlayer <= 0.7f)
{
SetAnimationState(ChickenState.Eat);
}
else if (DistanceToPlayer <= 2.75f)
{
transform.LookAt(PlayerPosition);
SetAnimationState(ChickenState.Walk);
}
else
{
transform.LookAt(PlayerPosition);
SetAnimationState(ChickenState.Run);
}
}
else
{
_MovementTimer -= Time.deltaTime;
if (_MovementTimer <= 0.0f)
{
ChickenState NewState = (ChickenState)Random.Range(0, 4);
SetAnimationState(NewState);
_MovementDirectionDegrees = Random.Range(0.0f, 359.999999999f);
switch (NewState)
{
case ChickenState.Idle:
_MovementTimer = 4.0f;
break;
case ChickenState.Walk:
_MovementTimer = 4.5f;
break;
case ChickenState.Run:
_MovementTimer = 1.2f;
break;
case ChickenState.Eat:
_MovementTimer = 6.0f;
break;
}
}
transform.rotation = Quaternion.Euler(
transform.eulerAngles.x,
Mathf.LerpAngle(transform.rotation.eulerAngles.y, _MovementDirectionDegrees, 0.2f),
transform.eulerAngles.x);
}
if (_Moving)
{
switch (_AnimationState)
{
case ChickenState.Walk:
transform.position += (transform.forward * Time.fixedDeltaTime * WALK_SPEED);
break;
case ChickenState.Run:
transform.position += (transform.forward * Time.fixedDeltaTime * RUN_SPEED);
break;
}
}
// Reset roll and pitch to zero on every physics update so the chicken stays upright
Vector3 Rotation = transform.eulerAngles;
Rotation.x = 0.0f;
Rotation.z = 0.0f;
transform.rotation = Quaternion.Euler(Rotation);
}
}
public override void OnPlayerJoined(VRCPlayerApi Player)
{
if (Player.displayName == _FollowUser)
{
_PlayerToFollow = Player;
SetWanderMode();
}
base.OnPlayerJoined(Player);
}
public override void OnPlayerLeft(VRCPlayerApi Player)
{
if (Player.displayName == _FollowUser)
{
_PlayerToFollow = null;
SetWanderMode();
}
base.OnPlayerLeft(Player);
}
public override void OnPickup()
{
Networking.SetOwner(Networking.LocalPlayer, gameObject);
SetAnimationState(ChickenState.Held);
_IsBeingHeld = true;
base.OnPickup();
}
public override void OnDrop()
{
SetWanderMode();
_IsBeingHeld = false;
base.OnDrop();
}
public void OnCollisionEnter(Collision Collision)
{
Debug.LogError("[Chimken] Touch!!!");
}
private void SetWanderMode()
{
if (_PlayerToFollow == null)
{
FollowMode = false;
}
else
{
FollowMode = true;
}
}
private void SetAnimationState(ChickenState State)
{
AnimationState = State;
RequestSerialization();
}
private void OnStateChanged()
{
_Animator.SetInteger("State", (int)AnimationState);
_Moving = false;
switch (AnimationState)
{
case ChickenState.Idle:
break;
case ChickenState.Walk:
_Moving = true;
break;
case ChickenState.Run:
_Moving = true;
break;
case ChickenState.Eat:
break;
case ChickenState.Held:
break;
}
}
private ChickenState AnimationState
{
set
{
_AnimationState = value;
OnStateChanged();
}
get => _AnimationState;
}
private bool FollowMode
{
set
{
_FollowMode = value;
}
get => _FollowMode;
}
}