OldBlueWater/BlueWater/Assets/02.Scripts/AssaultMode/DraggableCard.cs
2023-08-17 10:04:08 +09:00

126 lines
3.9 KiB
C#

using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.EventSystems;
public class DraggableCard : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
private Vector3 originalPosition;
private Vector3 originalScale;
private CanvasGroup canvasGroup;
private GameObject border;
[InfoBox("카드가 작아지는 속도 입니다. 높을수록 천천히 작아집니다.")] [Range(0f, 1000f)]
public float maxDistance = 500f;
private Coroutine scaleDown;
private void Awake()
{
border = transform.Find("Border").gameObject;
}
private void Start()
{
canvasGroup = GetComponent<CanvasGroup>();
}
public void OnPointerDown(PointerEventData eventData)
{
var transform1 = transform;
originalPosition = transform1.position;
originalScale = transform1.localScale;
canvasGroup.alpha = 0.5f;
//transform1.localScale = new Vector3(0.3f, 0.3f, 1f);
if (scaleDown != null) StopCoroutine(scaleDown);
scaleDown = StartCoroutine(ScaleDown());
}
public void OnDrag(PointerEventData eventData)
{
transform.position = Input.mousePosition;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit) && hit.collider.CompareTag("Ground"))
{
// 마우스가 Ground 위에 있을 때
border.SetActive(true);
}
else
{
// 마우스가 Ground 위에 없을 때
border.SetActive(false);
}
}
public void OnPointerUp(PointerEventData eventData)
{
// 지형에 올바르게 드롭되지 않으면
if (!IsDroppedOnTarget())
{
if (scaleDown != null)
{
StopCoroutine(scaleDown);
scaleDown = null;
}
var transform1 = transform;
transform1.position = originalPosition;
transform1.localScale = originalScale;
canvasGroup.alpha = 1;
}
}
private bool IsDroppedOnTarget()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if (!hit.collider.CompareTag("Ground")) return false;
Destroy(gameObject);
var obj = Instantiate(DataManager.Inst.boat, GameManager.Inst.player.transform.position,
Quaternion.identity);
var boat = obj.GetComponent<Boat>();
boat.target = hit.point;
boat.OnLanded += GameManager.Inst.testPrint;
return true;
}
return false;
}
private IEnumerator ScaleDown()
{
var originalScale = transform.localScale;
var targetScale = new Vector3(0.3f, 0.3f, 1f);
while (true)
{
// 현재 위치와 원래 위치 사이의 거리를 계산
var distance = Vector3.Distance(originalPosition, transform.position);
// 비율을 계산 (0 = 같은 위치, 1 = maxDistance만큼나 이상 떨어져 있음)
var ratio = Mathf.Min(distance / maxDistance, 1f);
// SmoothStep 사용하면, 천천히 시작해서 점차 빠르게 변화합니다.
// float의 경우만 사용할 수 있으므로, Vector3의 모든 요소에 일일이 적용해야 합니다.
var newScale = new Vector3(
Mathf.SmoothStep(originalScale.x, targetScale.x, ratio),
Mathf.SmoothStep(originalScale.y, targetScale.y, ratio),
Mathf.SmoothStep(originalScale.z, targetScale.z, ratio)
);
// 조정한 스케일을 적용
transform.localScale = newScale;
yield return null;
}
}
}