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