375 lines
12 KiB
C#

/**************************************
Copyright Unluck Software
www.chemicalbliss.com
***************************************/
using UnityEngine;
public class FlockChild : MonoBehaviour
{
[HideInInspector] public FlockController _spawner; // Reference to the flock controller that spawned this bird
[HideInInspector] public Vector3 _wayPoint; // Waypoint used to steer towards
public float _speed; // Current speed of bird
[HideInInspector] public bool _dived = true; // Has recently performed a dive movement
[HideInInspector] public float _stuckCounter; // Prevents looping around a waypoint by increasing minimum distance to waypoint
[HideInInspector] public float _damping; // Damping used for steering (steer speed)
[HideInInspector] public bool _soar = true; // Indicates if this is soaring
[HideInInspector] public bool _landing; // Indicates if bird is landing or sitting idle
[HideInInspector] public float _targetSpeed; // Max bird speed
[HideInInspector] public bool _move = true; // Indicates if bird can fly
public GameObject _model; // Reference to bird model
public Transform _modelT; // Cached model transform
public Transform _thisT; // Cached this transform
// --- Animator replacement for Legacy Animation ---
private Animator _anim; // Animator on _model
// We assume the spawner provides these state names (strings):
// _spawner._flapAnimation, _spawner._soarAnimation, _spawner._idleAnimation
[HideInInspector] public float _avoidValue; // Randomized to reduce uniform avoidance
[HideInInspector] public float _avoidDistance; // Distance from obstacle before starting to avoid
float _soarTimer;
bool _instantiated;
static int _updateNextSeed = 0;
int _updateSeed = -1;
[HideInInspector] public bool _avoid = true;
public Vector3 _landingPosOffset;
public void Start()
{
FindRequiredComponents();
Wander(0.0f);
SetRandomScale();
_thisT.position = findWaypoint();
RandomizeStartAnimationFrame();
InitAvoidanceValues();
_speed = _spawner._minSpeed;
_spawner._activeChildren++;
_instantiated = true;
if (_spawner._updateDivisor > 1)
{
int _updateSeedCap = _spawner._updateDivisor - 1;
_updateNextSeed++;
this._updateSeed = _updateNextSeed;
_updateNextSeed = _updateNextSeed % _updateSeedCap;
}
}
public void Update()
{
// Skip frames (performance batching from original)
if (_spawner._updateDivisor <= 1 || _spawner._updateCounter == _updateSeed)
{
SoarTimeLimit();
CheckForDistanceToWaypoint();
RotationBasedOnWaypointOrAvoidance();
LimitRotationOfModel();
}
}
public void OnDisable()
{
CancelInvoke();
_spawner._activeChildren--;
}
public void OnEnable()
{
if (_instantiated)
{
_spawner._activeChildren++;
if (_landing)
{
PlayStateSafe(_spawner._idleAnimation, 0.1f);
}
else
{
PlayStateSafe(_spawner._flapAnimation, 0.1f);
}
}
}
public void FindRequiredComponents()
{
if (_thisT == null) _thisT = transform;
if (_model == null)
{
var modelTF = _thisT.Find("Model");
if (modelTF != null) _model = modelTF.gameObject;
else _model = gameObject; // fallback if hierarchy differs
}
if (_modelT == null) _modelT = _model.transform;
// Animator (replace Legacy Animation)
_anim = _model.GetComponent<Animator>();
if (_anim == null)
{
// Add a gentle fallback so script doesn't null-ref
_anim = _model.AddComponent<Animator>();
// NOTE: You still need to assign a RuntimeAnimatorController to this Animator in the prefab/inspector
}
}
public void RandomizeStartAnimationFrame()
{
// Randomize normalized time (0..1) for current/idle state
string state = string.IsNullOrEmpty(_spawner._flapAnimation) ? _spawner._idleAnimation : _spawner._flapAnimation;
if (!string.IsNullOrEmpty(state))
{
float n = Random.value; // normalized
_anim.Play(state, 0, n);
}
}
public void InitAvoidanceValues()
{
_avoidValue = Random.Range(.3f, .1f);
if (_spawner._birdAvoidDistanceMax != _spawner._birdAvoidDistanceMin)
{
_avoidDistance = Random.Range(_spawner._birdAvoidDistanceMax, _spawner._birdAvoidDistanceMin);
return;
}
_avoidDistance = _spawner._birdAvoidDistanceMin;
}
public void SetRandomScale()
{
float sc = Random.Range(_spawner._minScale, _spawner._maxScale);
_thisT.localScale = new Vector3(sc, sc, sc);
}
// Soar Timeout - Limits how long a bird can soar
public void SoarTimeLimit()
{
if (this._soar && _spawner._soarMaxTime > 0)
{
if (_soarTimer > _spawner._soarMaxTime)
{
this.Flap();
_soarTimer = 0.0f;
}
else
{
_soarTimer += _spawner._newDelta;
}
}
}
public void CheckForDistanceToWaypoint()
{
if (!_landing && (_thisT.position - _wayPoint).magnitude < _spawner._waypointDistance + _stuckCounter)
{
Wander(0.0f);
_stuckCounter = 0.0f;
}
else if (!_landing)
{
_stuckCounter += _spawner._newDelta;
}
else
{
_stuckCounter = 0.0f;
}
}
public void RotationBasedOnWaypointOrAvoidance()
{
Vector3 lookit = _wayPoint - _thisT.position;
if (_targetSpeed > -1 && lookit != Vector3.zero)
{
Quaternion rotation = Quaternion.LookRotation(lookit);
_thisT.rotation = Quaternion.Slerp(_thisT.rotation, rotation, _spawner._newDelta * _damping);
}
if (_spawner._childTriggerPos)
{
if ((_thisT.position - _spawner._posBuffer).magnitude < 1)
{
_spawner.SetFlockRandomPosition();
}
}
_speed = Mathf.Lerp(_speed, _targetSpeed, _spawner._newDelta * 2.5f);
// Position forward based on object rotation
if (_move)
{
_thisT.position += _thisT.forward * _speed * _spawner._newDelta;
if (_avoid && _spawner._birdAvoid)
Avoidance();
}
}
public bool Avoidance()
{
RaycastHit hit = new RaycastHit();
Vector3 fwd = _modelT.forward;
bool r = false;
Quaternion rot = Quaternion.identity;
Vector3 rotE = Vector3.zero;
Vector3 pos = Vector3.zero;
pos = _thisT.position;
rot = _thisT.rotation;
rotE = _thisT.rotation.eulerAngles;
if (Physics.Raycast(_thisT.position, fwd + (_modelT.right * _avoidValue), out hit, _avoidDistance, _spawner._avoidanceMask))
{
rotE.y -= _spawner._birdAvoidHorizontalForce * _spawner._newDelta * _damping;
rot.eulerAngles = rotE;
_thisT.rotation = rot;
r = true;
}
else if (Physics.Raycast(_thisT.position, fwd + (_modelT.right * -_avoidValue), out hit, _avoidDistance, _spawner._avoidanceMask))
{
rotE.y += _spawner._birdAvoidHorizontalForce * _spawner._newDelta * _damping;
rot.eulerAngles = rotE;
_thisT.rotation = rot;
r = true;
}
if (_spawner._birdAvoidDown && !this._landing && Physics.Raycast(_thisT.position, -Vector3.up, out hit, _avoidDistance, _spawner._avoidanceMask))
{
rotE.x -= _spawner._birdAvoidVerticalForce * _spawner._newDelta * _damping;
rot.eulerAngles = rotE;
_thisT.rotation = rot;
pos.y += _spawner._birdAvoidVerticalForce * _spawner._newDelta * .01f;
_thisT.position = pos;
r = true;
}
else if (_spawner._birdAvoidUp && !this._landing && Physics.Raycast(_thisT.position, Vector3.up, out hit, _avoidDistance, _spawner._avoidanceMask))
{
rotE.x += _spawner._birdAvoidVerticalForce * _spawner._newDelta * _damping;
rot.eulerAngles = rotE;
_thisT.rotation = rot;
pos.y -= _spawner._birdAvoidVerticalForce * _spawner._newDelta * .01f;
_thisT.position = pos;
r = true;
}
return r;
}
public void LimitRotationOfModel()
{
// Keep model's local X tilt limited; original behavior retained
Quaternion rot = Quaternion.identity;
Vector3 rotE = Vector3.zero;
rot = _modelT.localRotation;
rotE = rot.eulerAngles;
if (((_soar && _spawner._flatSoar) || (_spawner._flatFly && !_soar)) && _wayPoint.y > _thisT.position.y || _landing)
{
rotE.x = Mathf.LerpAngle(_modelT.localEulerAngles.x, -_thisT.localEulerAngles.x, _spawner._newDelta * 1.75f);
rot.eulerAngles = rotE;
_modelT.localRotation = rot;
}
else
{
rotE.x = Mathf.LerpAngle(_modelT.localEulerAngles.x, 0.0f, _spawner._newDelta * 1.75f);
rot.eulerAngles = rotE;
_modelT.localRotation = rot;
}
}
public void Wander(float delay)
{
if (!_landing)
{
_damping = Random.Range(_spawner._minDamping, _spawner._maxDamping);
_targetSpeed = Random.Range(_spawner._minSpeed, _spawner._maxSpeed);
Invoke("SetRandomMode", delay);
}
}
public void SetRandomMode()
{
CancelInvoke("SetRandomMode");
if (!_dived && Random.value < _spawner._soarFrequency)
{
Soar();
}
else if (!_dived && Random.value < _spawner._diveFrequency)
{
Dive();
}
else
{
Flap();
}
}
public void Flap()
{
if (_move)
{
PlayStateSafe(_spawner._flapAnimation, 0.5f);
_soar = false;
animationSpeed();
_wayPoint = findWaypoint();
_dived = false;
}
}
public Vector3 findWaypoint()
{
Vector3 t = Vector3.zero;
t.x = Random.Range(-_spawner._spawnSphere, _spawner._spawnSphere) + _spawner._posBuffer.x;
t.z = Random.Range(-_spawner._spawnSphereDepth, _spawner._spawnSphereDepth) + _spawner._posBuffer.z;
t.y = Random.Range(-_spawner._spawnSphereHeight, _spawner._spawnSphereHeight) + _spawner._posBuffer.y;
return t;
}
public void Soar()
{
if (_move)
{
PlayStateSafe(_spawner._soarAnimation, 1.5f);
_wayPoint = findWaypoint();
_soar = true;
}
}
public void Dive()
{
// Use soar animation (as original) then offset waypoint down
if (!string.IsNullOrEmpty(_spawner._soarAnimation))
{
PlayStateSafe(_spawner._soarAnimation, 1.5f);
}
// Original per-clip speed tweak removed (Animator replacement)
_wayPoint = findWaypoint();
_wayPoint.y -= _spawner._diveValue;
_dived = true;
}
public void animationSpeed()
{
// Global animator speed to imitate original random clip speeds
if (!_dived && !_landing)
{
_anim.speed = Random.Range(_spawner._minAnimationSpeed, _spawner._maxAnimationSpeed);
}
else
{
_anim.speed = _spawner._maxAnimationSpeed;
}
}
// --- Helper to safely crossfade/enter a state by name on Animator ---
void PlayStateSafe(string stateName, float crossfadeDuration)
{
if (_anim == null || string.IsNullOrEmpty(stateName)) return;
// CrossFade expects a hashed state; but using name is fine (Unity hashes internally)
if (crossfadeDuration > 0f)
_anim.CrossFadeInFixedTime(stateName, crossfadeDuration);
else
_anim.Play(stateName, 0, 0f);
}
}