Files
Ipseity-Demo/Assets/_Content/Scripts/Features/OctoArms/Runtime/ArmEquipmentSystem.cs
T

452 lines
16 KiB
C#

using UnityEngine;
using Unheimlich.Features.Diapason;
namespace Unheimlich.Features.OctoArms
{
public enum ArmState
{
Environmental,
TransitionToEquipped,
Equipped,
TransitionToEnvironmental
}
[System.Serializable]
public class ArmEquipment
{
[Header("Arm References")]
public OctoIkLimb IkLimb;
public Transform HandSocket;
[Header("Bone References (for procedural animation)")]
[Tooltip("Shoulder bone (optional)")]
public Transform ShoulderBone;
[Tooltip("Elbow bone (optional)")]
public Transform ElbowBone;
[Tooltip("Wrist bone (required for rotation)")]
public Transform WristBone;
[Header("Equipped Pose Settings")]
[Tooltip("Rotation to apply to shoulder when equipped")]
public Vector3 ShoulderRotationOffset = Vector3.zero;
[Tooltip("Rotation to apply to elbow when equipped")]
public Vector3 ElbowRotationOffset = Vector3.zero;
[Tooltip("Rotation to apply to wrist when equipped")]
public Vector3 WristRotationOffset = new Vector3(0, 0, 90);
[Tooltip("Speed of rotation lerp")]
[Range(1f, 20f)]
public float RotationSpeed = 10f;
[Tooltip("Duration of IK blend after unequip transition")]
[Range(0.1f, 1f)]
public float IkBlendDuration = 0.3f;
[Header("Transition Settings")]
[Tooltip("Position offset where arm exits camera view")]
public Vector3 TransitionOffset = new Vector3(0.5f, -0.3f, 0.2f);
[Tooltip("Duration for arm to move out of view")]
public float TransitionOutDuration = 0.3f;
[Tooltip("Duration for arm to return to view")]
public float TransitionInDuration = 0.3f;
[Tooltip("Curve for transition movement")]
public AnimationCurve TransitionCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[HideInInspector] public ArmState State = ArmState.Environmental;
[HideInInspector] public Vector3 OriginalTargetPosition;
[HideInInspector] public Quaternion OriginalTargetRotation;
[HideInInspector] public GameObject EquippedObject;
[HideInInspector] public float IkWeight = 1f;
[HideInInspector] public Quaternion OriginalShoulderRotation;
[HideInInspector] public Quaternion OriginalElbowRotation;
[HideInInspector] public Quaternion OriginalWristRotation;
private int _transitionTweenId = -1;
private int _ikWeightTweenId = -1;
private int _ikBlendTweenId = -1;
private bool _isBlendingToIk = false;
private int _tapTweenId = -1;
private bool _isShaking = false;
private TapAnimationSettings _currentShakeSettings;
private Quaternion _transitionStartShoulder;
private Quaternion _transitionStartElbow;
private Quaternion _transitionStartWrist;
public void Initialize()
{
if (IkLimb != null && IkLimb.Target != null)
{
OriginalTargetPosition = IkLimb.Target.localPosition;
OriginalTargetRotation = IkLimb.Target.localRotation;
}
if (ShoulderBone != null)
OriginalShoulderRotation = ShoulderBone.localRotation;
if (ElbowBone != null)
OriginalElbowRotation = ElbowBone.localRotation;
if (WristBone != null)
OriginalWristRotation = WristBone.localRotation;
State = ArmState.Environmental;
IkWeight = 1f;
}
public void StartTransitionToEquipped(GameObject objectToEquip, System.Action onTransitionComplete)
{
if (State != ArmState.Environmental)
return;
State = ArmState.TransitionToEquipped;
EquippedObject = objectToEquip;
CancelActiveTweens();
if (IkLimb == null || IkLimb.Target == null)
{
CompleteEquip(onTransitionComplete);
return;
}
Vector3 transitionTarget = OriginalTargetPosition + TransitionOffset;
_transitionTweenId = LeanTween.value(IkLimb.gameObject, 0f, 1f, TransitionOutDuration)
.setEase(TransitionCurve)
.setOnUpdate((float t) => {
if (IkLimb != null && IkLimb.Target != null)
{
IkLimb.Target.localPosition = Vector3.Lerp(IkLimb.Target.localPosition, transitionTarget, t);
}
})
.setOnComplete(() => {
_transitionTweenId = -1;
CompleteEquip(onTransitionComplete);
}).id;
_ikWeightTweenId = LeanTween.value(IkLimb.gameObject, IkWeight, 0f, TransitionOutDuration * 0.5f)
.setOnUpdate((float val) => {
IkWeight = val;
})
.setOnComplete(() => {
_ikWeightTweenId = -1;
}).id;
}
private void CompleteEquip(System.Action onComplete)
{
State = ArmState.Equipped;
if (IkLimb != null)
{
IkLimb.enabled = false;
}
if (EquippedObject != null && HandSocket != null)
{
EquippedObject.transform.SetParent(HandSocket, false);
EquippedObject.transform.localPosition = Vector3.zero;
EquippedObject.transform.localRotation = Quaternion.identity;
}
onComplete?.Invoke();
}
public void UpdateEquippedPose()
{
if (State != ArmState.Equipped && !_isBlendingToIk)
return;
if (_isShaking)
{
UpdateShake();
return;
}
if (State == ArmState.Equipped)
{
float deltaTime = UnityEngine.Time.deltaTime;
float lerpSpeed = 1f - Mathf.Exp(-RotationSpeed * deltaTime);
if (ShoulderBone != null)
{
Quaternion targetRot = OriginalShoulderRotation * Quaternion.Euler(ShoulderRotationOffset);
ShoulderBone.localRotation = Quaternion.Slerp(ShoulderBone.localRotation, targetRot, lerpSpeed);
}
if (ElbowBone != null)
{
Quaternion targetRot = OriginalElbowRotation * Quaternion.Euler(ElbowRotationOffset);
ElbowBone.localRotation = Quaternion.Slerp(ElbowBone.localRotation, targetRot, lerpSpeed);
}
if (WristBone != null)
{
Quaternion targetRot = OriginalWristRotation * Quaternion.Euler(WristRotationOffset);
WristBone.localRotation = Quaternion.Slerp(WristBone.localRotation, targetRot, lerpSpeed);
}
}
}
public void StartTransitionToEnvironmental(System.Action onTransitionComplete)
{
if (State != ArmState.Equipped)
return;
State = ArmState.TransitionToEnvironmental;
CancelActiveTweens();
_transitionStartShoulder = ShoulderBone != null ? ShoulderBone.localRotation : Quaternion.identity;
_transitionStartElbow = ElbowBone != null ? ElbowBone.localRotation : Quaternion.identity;
_transitionStartWrist = WristBone != null ? WristBone.localRotation : Quaternion.identity;
if (IkLimb == null || IkLimb.Target == null)
{
CompleteUnequip(onTransitionComplete);
return;
}
Vector3 currentPosition = IkLimb.Target.localPosition;
Vector3 transitionTarget = OriginalTargetPosition + TransitionOffset;
_ikWeightTweenId = LeanTween.value(IkLimb.gameObject, IkWeight, 0f, TransitionInDuration * 0.5f)
.setOnUpdate((float val) => {
IkWeight = val;
})
.setOnComplete(() => {
_ikWeightTweenId = -1;
}).id;
_transitionTweenId = LeanTween.value(IkLimb.gameObject, 0f, 1f, TransitionInDuration)
.setEase(TransitionCurve)
.setOnUpdate((float t) => {
if (IkLimb != null && IkLimb.Target != null)
{
IkLimb.Target.localPosition = Vector3.Lerp(currentPosition, transitionTarget, t);
}
if (ShoulderBone != null)
ShoulderBone.localRotation = Quaternion.Slerp(_transitionStartShoulder, OriginalShoulderRotation, t);
if (ElbowBone != null)
ElbowBone.localRotation = Quaternion.Slerp(_transitionStartElbow, OriginalElbowRotation, t);
if (WristBone != null)
WristBone.localRotation = Quaternion.Slerp(_transitionStartWrist, OriginalWristRotation, t);
})
.setOnComplete(() => {
_transitionTweenId = -1;
StartIkBlend(onTransitionComplete);
}).id;
}
private void StartIkBlend(System.Action onTransitionComplete)
{
if (IkLimb != null)
{
IkLimb.enabled = true;
}
if (EquippedObject != null)
{
if (HandSocket != null)
EquippedObject.transform.SetParent(null);
UnityEngine.Object.Destroy(EquippedObject);
EquippedObject = null;
}
_isBlendingToIk = true;
Quaternion startShoulder = ShoulderBone != null ? ShoulderBone.localRotation : Quaternion.identity;
Quaternion startElbow = ElbowBone != null ? ElbowBone.localRotation : Quaternion.identity;
Quaternion startWrist = WristBone != null ? WristBone.localRotation : Quaternion.identity;
Vector3 startTargetPos = IkLimb != null && IkLimb.Target != null ? IkLimb.Target.localPosition : Vector3.zero;
Quaternion startTargetRot = IkLimb != null && IkLimb.Target != null ? IkLimb.Target.localRotation : Quaternion.identity;
if (IkLimb != null && IkLimb.gameObject != null)
{
_ikBlendTweenId = LeanTween.value(IkLimb.gameObject, 0f, 1f, IkBlendDuration)
.setEase(LeanTweenType.easeOutQuad)
.setOnUpdate((float t) => {
if (ShoulderBone != null)
ShoulderBone.localRotation = Quaternion.Slerp(startShoulder, OriginalShoulderRotation, t);
if (ElbowBone != null)
ElbowBone.localRotation = Quaternion.Slerp(startElbow, OriginalElbowRotation, t);
if (WristBone != null)
WristBone.localRotation = Quaternion.Slerp(startWrist, OriginalWristRotation, t);
if (IkLimb != null && IkLimb.Target != null)
{
IkLimb.Target.localPosition = Vector3.Lerp(startTargetPos, OriginalTargetPosition, t);
IkLimb.Target.localRotation = Quaternion.Slerp(startTargetRot, OriginalTargetRotation, t);
}
IkWeight = t;
})
.setOnComplete(() => {
_ikBlendTweenId = -1;
CompleteUnequip(onTransitionComplete);
}).id;
}
else
{
CompleteUnequip(onTransitionComplete);
}
}
private void CompleteUnequip(System.Action onComplete)
{
State = ArmState.Environmental;
_isBlendingToIk = false;
if (IkLimb != null && IkLimb.Target != null)
{
IkLimb.Target.localPosition = OriginalTargetPosition;
IkLimb.Target.localRotation = OriginalTargetRotation;
}
if (ShoulderBone != null)
ShoulderBone.localRotation = OriginalShoulderRotation;
if (ElbowBone != null)
ElbowBone.localRotation = OriginalElbowRotation;
if (WristBone != null)
WristBone.localRotation = OriginalWristRotation;
onComplete?.Invoke();
}
public void CancelActiveTweens()
{
if (_transitionTweenId != -1)
{
LeanTween.cancel(_transitionTweenId);
_transitionTweenId = -1;
}
if (_ikWeightTweenId != -1)
{
LeanTween.cancel(_ikWeightTweenId);
_ikWeightTweenId = -1;
}
if (_ikBlendTweenId != -1)
{
LeanTween.cancel(_ikBlendTweenId);
_ikBlendTweenId = -1;
}
if (_tapTweenId != -1)
{
LeanTween.cancel(_tapTweenId);
_tapTweenId = -1;
}
_isBlendingToIk = false;
_isShaking = false;
}
public void PlayTapAnimation(TapAnimationSettings settings)
{
if (State != ArmState.Equipped || settings == null)
return;
if (_tapTweenId != -1)
{
LeanTween.cancel(_tapTweenId);
}
Quaternion elbowStart = ElbowBone != null ? ElbowBone.localRotation : Quaternion.identity;
Quaternion wristStart = WristBone != null ? WristBone.localRotation : Quaternion.identity;
Quaternion elbowWindup = elbowStart * Quaternion.Euler(0, 0, -settings.WindupRotation);
Quaternion elbowStrike = elbowStart * Quaternion.Euler(0, 0, settings.WindupRotation * 0.3f);
Quaternion wristWindup = wristStart;
Quaternion wristStrike = wristStart * Quaternion.Euler(0, 0, -settings.WristSnapRotation);
_tapTweenId = LeanTween.value(IkLimb.gameObject, 0f, 1f, settings.WindupDuration)
.setOnUpdate((float t) => {
if (ElbowBone != null)
{
ElbowBone.localRotation = Quaternion.Slerp(elbowStart, elbowWindup, t);
}
if (WristBone != null)
{
WristBone.localRotation = Quaternion.Slerp(wristStart, wristWindup, t);
}
})
.setOnComplete(() => {
_tapTweenId = LeanTween.value(IkLimb.gameObject, 0f, 1f, settings.StrikeDuration)
.setOnUpdate((float t) => {
if (ElbowBone != null)
{
ElbowBone.localRotation = Quaternion.Slerp(elbowWindup, elbowStrike, t);
}
if (WristBone != null)
{
WristBone.localRotation = Quaternion.Slerp(wristWindup, wristStrike, t);
}
})
.setOnComplete(() => {
_tapTweenId = LeanTween.value(IkLimb.gameObject, 0f, 1f, 0.1f)
.setOnUpdate((float t) => {
if (ElbowBone != null)
{
ElbowBone.localRotation = Quaternion.Slerp(elbowStrike, elbowStart, t);
}
if (WristBone != null)
{
WristBone.localRotation = Quaternion.Slerp(wristStrike, wristStart, t);
}
})
.setOnComplete(() => {
_tapTweenId = -1;
}).id;
}).id;
}).id;
}
public void StartShake(TapAnimationSettings settings)
{
_isShaking = true;
_currentShakeSettings = settings;
}
public void StopShake()
{
_isShaking = false;
_currentShakeSettings = null;
}
public void UpdateShake()
{
if (!_isShaking || State != ArmState.Equipped || WristBone == null || _currentShakeSettings == null)
return;
float shake = Mathf.Sin(UnityEngine.Time.time * _currentShakeSettings.ShakeSpeed) * _currentShakeSettings.ShakeIntensity;
Quaternion shakeRotation = Quaternion.Euler(shake, shake * 0.5f, 0);
Quaternion targetRot = OriginalWristRotation * Quaternion.Euler(WristRotationOffset) * shakeRotation;
WristBone.localRotation = targetRot;
}
}
}