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Copy pathAtoAHUD.lua
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575 lines (412 loc) · 10.2 KB
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behaviour("AtoAHUD")
function AtoAHUD:Start()
self.dataContainer =
self.gameObject.GetComponent(DataContainer)
self.vehicle =
self.targets.vehicleObject:GetComponent(Vehicle)
self.canvasObject =
self.targets.canvas
self.targetObject =
self.targets.targetObject:GetComponent(RectTransform)
self.infoObject =
self.targets.infoObject:GetComponent(RectTransform)
self.lineImage =
self.targets.lineImage:GetComponent(RectTransform)
self.targetIndicatorObject =
self.targets.targetIndicatorObject
self.targetIndicatorHide =
self.targets.targetIndicatorHide
self.Gunobj =
self.targets.GunObj
self.targetName =
self.infoObject:Find("Name")
.gameObject:GetComponent(Text)
self.targetDistance =
self.infoObject:Find("Distance")
.gameObject:GetComponent(Text)
self.targetVelocity =
self.infoObject:Find("Velocity")
.gameObject:GetComponent(Text)
self.speed =
tonumber(
self.dataContainer.GetString(
"calibrationSpeed"
)
) or 900
self.gravity =
tonumber(
self.dataContainer.GetString(
"calibrationGravity"
)
) or 1
self.target = nil
self.targetTransform = nil
self.hiddenPos = Vector2(99999, 99999)
self.targetUpdateTimer = 0
self.targetUpdateInterval = 1
self.uiUpdateTimer = 0
self.uiUpdateInterval = 0.03
self.maxLockAngle = 10
self.potentialTarget = {}
self.identityRotation = Quaternion.identity
self.insideTimer = 0
self.canvasVisible = false
GameEvents.onVehicleSpawn.AddListener(
self,
"UpdateTargets"
)
GameEvents.onVehicleDestroyed.AddListener(
self,
"UpdateTargets"
)
self:UpdateTargets()
self:HideUI()
end
function AtoAHUD:Update()
self.targetUpdateTimer =
self.targetUpdateTimer +
Time.deltaTime
if self.targetUpdateTimer >=
self.targetUpdateInterval
then
self.targetUpdateTimer = 0
self:UpdateTargets()
end
-- ONLY gate: vehicle state (no camera dependency)
if self.vehicle.playerIsInside then
self.insideTimer = 0
else
self.insideTimer =
self.insideTimer + Time.deltaTime
if self.insideTimer > 0.15 then
self:HideUI()
self:ResetIndicators()
return
end
end
if Input.GetKeyDown(KeyCode.G) then
self:LockTarget()
end
if not self.vehicle.playerIsInside then
self:ResetIndicators()
return
end
if not self.target or self.target.isDead then
self:HideUI()
self:ResetIndicators()
return
end
self.uiUpdateTimer =
self.uiUpdateTimer +
Time.deltaTime
if self.uiUpdateTimer <
self.uiUpdateInterval
then
return
end
self.uiUpdateTimer = 0
self:UpdateHUD()
end
function AtoAHUD:LockTarget()
local cam = PlayerCamera.activeCamera
if not cam then
return
end
local cameraTransform =
cam.transform
local bestTarget = nil
local lowestAngle =
self.maxLockAngle
for i, vehicle in
pairs(self.potentialTarget)
do
if vehicle and
not vehicle.isDead
then
if vehicle.team ~= Player.team then
local dir =
vehicle.transform.position -
cameraTransform.position
local angle =
Vector3.Angle(
dir,
cameraTransform.forward
)
if angle < lowestAngle then
if self:IsTargetVisible(vehicle) then
lowestAngle = angle
bestTarget = vehicle
end
end
end
end
end
if bestTarget then
self.target = bestTarget
self.targetTransform =
bestTarget.transform
self.targetName.text =
bestTarget.name
self:SetHUDVisible(true)
else
self.target = nil
self.targetTransform = nil
self:SetHUDVisible(false)
end
end
function AtoAHUD:UpdateHUD()
if not self.target or
not self.targetTransform
then
self:HideUI()
return
end
local tgtPos =
self.targetTransform.position
local tgtVel =
self.target.rigidbody.velocity
local distance =
Vector3.Distance(
self.vehicle.transform.position,
tgtPos
)
local aimPoint =
self:CalculateAimPoint(
tgtPos,
tgtVel,
distance
)
local infoPos =
self:WorldToCanvasPosition(
tgtPos
)
local aimPos =
self:WorldToCanvasPosition(
aimPoint
)
if not infoPos or not aimPos then
return
end
self.infoObject.anchoredPosition =
infoPos
self.targetObject.anchoredPosition =
aimPos
local scale =
self:CalculateScale(distance)
self.targetObject.localScale =
Vector3(scale, scale, 1)
self.targetDistance.text =
string.format("%.0f m", distance)
self.targetVelocity.text =
string.format(
"%.0f m/s",
tgtVel.magnitude
)
self:UpdateLine(
infoPos,
aimPos
)
self:RotateIndicators(tgtPos)
end
function AtoAHUD:CalculateAimPoint(
tgtPos,
targetVelocity,
distance
)
local timeToReach =
distance / self.speed
local drop =
self:CalculateDrop(
timeToReach,
self.gravity
)
local predicted =
tgtPos +
(targetVelocity * timeToReach)
return Vector3(
predicted.x,
predicted.y + drop,
predicted.z
)
end
function AtoAHUD:CalculateDrop(
time,
gravity
)
return
0.5 *
math.abs(Physics.gravity.y) *
gravity *
time *
time
end
function AtoAHUD:CalculateScale(distance)
local minScale = 0.5
local maxScale = 1.0
local maxDistance = 1000
local t =
distance / maxDistance
local scale =
maxScale -
t * (maxScale - minScale)
return self:Clamp(
scale,
minScale,
maxScale
)
end
function AtoAHUD:Clamp(v, a, b)
return math.max(
a,
math.min(b, v)
)
end
function AtoAHUD:IsTargetVisible(vehicle)
local cam = PlayerCamera.activeCamera
if not cam then
return false
end
local camPos =
cam.transform.position
local dir =
vehicle.transform.position -
camPos
local ray =
Ray(
camPos,
dir.normalized
)
local hit =
Physics.Raycast(
ray,
dir.magnitude,
RaycastTarget.Default
)
if hit then
return hit.transform ==
vehicle.transform
end
return true
end
function AtoAHUD:WorldToCanvasPosition(worldPos)
local cam =
PlayerCamera.activeCamera
if not cam then
return nil
end
local screen =
cam.WorldToScreenPoint(worldPos)
if screen.z < 0 then
return nil
end
return Vector2(
screen.x - Screen.width * 0.5,
screen.y - Screen.height * 0.5
)
end
function AtoAHUD:UpdateLine(startPos, endPos)
local dir =
endPos - startPos
local dist =
dir.magnitude
if dist < 1 then
self.lineImage.anchoredPosition =
self.hiddenPos
return
end
local mid =
(startPos + endPos) * 0.5
self.lineImage.anchoredPosition =
mid
local size =
self.lineImage.sizeDelta
size.x = dist
self.lineImage.sizeDelta =
size
local angle =
math.atan2(
dir.y,
dir.x
) * Mathf.Rad2Deg
self.lineImage.localEulerAngles =
Vector3(0, 0, angle)
end
function AtoAHUD:RotateIndicators(tgtPos)
local parent =
self.targetIndicatorObject
.transform.parent
if not parent then
return
end
local worldDir =
tgtPos -
self.targetIndicatorObject
.transform.position
local localDir =
parent:InverseTransformDirection(
worldDir.normalized
)
local rot =
Quaternion.LookRotation(
localDir
)
self.targetIndicatorObject
.transform.localRotation =
rot
self.targetIndicatorHide
.transform.localRotation =
rot
end
function AtoAHUD:ResetIndicators()
self.targetIndicatorObject
.transform.localRotation =
Quaternion.Lerp(
self.targetIndicatorObject
.transform.localRotation,
self.identityRotation,
Time.deltaTime * 5
)
self.targetIndicatorHide
.transform.localRotation =
Quaternion.Lerp(
self.targetIndicatorHide
.transform.localRotation,
self.identityRotation,
Time.deltaTime * 5
)
end
function AtoAHUD:SetHUDVisible(state)
if self.canvasVisible == state then
return
end
self.canvasVisible = state
self.canvasObject:SetActive(state)
self.targetIndicatorHide:SetActive(state)
self.Gunobj:SetActive(state)
end
function AtoAHUD:HideUI()
self.infoObject.anchoredPosition =
self.hiddenPos
self.targetObject.anchoredPosition =
self.hiddenPos
self.lineImage.anchoredPosition =
self.hiddenPos
self:SetHUDVisible(false)
end
function AtoAHUD:UpdateTargets()
local result = {}
local playerTeam = Player.team
for i, vehicle in
pairs(ActorManager.vehicles)
do
if vehicle and
not vehicle.isTurret and
not vehicle.isDead
then
if vehicle.team ~= playerTeam then
result[#result + 1] = vehicle
end
end
end
self.potentialTarget = result
end