SHADE_Y3/Assets/Scripts/Tests/PhysicsTestObj.cs

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using SHADE;
using System;
using System.Collections.Generic;
using static Item;
public class PhysicsTestObj : Script
{
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public Transform tf { get; set; }
public RigidBody body { get; set; }
public Collider collider { get; set; }
// Movement input booleans
public enum Direction
{
UP,
DOWN,
FORWARD,
BACK,
LEFT,
RIGHT
};
internal bool[] move = new bool[6];
internal bool[] rotate = new bool[6];
internal Vector3[] moveVec = new Vector3[6]
{
Vector3.Up,
Vector3.Down,
Vector3.Back,
Vector3.Forward,
Vector3.Left,
Vector3.Right
};
internal Vector3[] rotateVec = new Vector3[6]
{
Vector3.Right,
Vector3.Left,
Vector3.Forward,
Vector3.Down,
Vector3.Up,
Vector3.Down
};
internal Input.KeyCode[] moveInputKeys = new Input.KeyCode[6]
{
Input.KeyCode.Space,
Input.KeyCode.LeftControl,
Input.KeyCode.W,
Input.KeyCode.S,
Input.KeyCode.A,
Input.KeyCode.D
};
internal Input.KeyCode[] rotateInputKeys = new Input.KeyCode[6]
{
Input.KeyCode.I,
Input.KeyCode.K,
Input.KeyCode.U,
Input.KeyCode.O,
Input.KeyCode.J,
Input.KeyCode.L
};
public float forceAmount = 50.0f;
public float torqueAmount = 500.0f;
protected override void awake()
{
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tf = GetComponent<Transform>();
body = GetComponent<RigidBody>();
collider = GetComponent<Collider>();
for (int i = 0; i < 6; ++i)
{
move[i] = false;
rotate[i] = false;
}
}
protected override void update()
{
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GameObject? target = GameObject.Find("Target");
if (target.HasValue)
{
Physics.ColliderLineCast(collider.Owner, Vector3.Zero, target.Value.GetComponent<Transform>().GlobalPosition, false, (ushort)64);
}
for (int i = 0; i < 6; ++i)
{
if (Input.GetKeyDown(moveInputKeys[i]))
move[i] = true;
if (Input.GetKeyDown(rotateInputKeys[i]))
rotate[i] = true;
}
}
protected override void fixedUpdate()
{
for (int i = 0; i < 6; ++i)
{
bool shouldMove = move[i];
bool shouldRotate = rotate[i];
if (shouldMove)
{
//Vector3 offset = new Vector3(0.25f, 0.0f, 0.0f);
//rb.AddForceAtLocalPos(moveVec[i] * forceAmount, offset);
body.AddForce(moveVec[i] * forceAmount);
move[i] = false;
}
if (shouldRotate)
{
body.AddTorque(rotateVec[i] * torqueAmount);
rotate[i] = false;
}
}
}
}