using UnityEngine; using UnityEngine.Events; public class RaftRiverController : MonoBehaviour { [Header("Path")] [SerializeField] private Transform[] pathPoints; [Header("Steering Input")] [SerializeField] private SteeringKeyXR steeringKey; [Tooltip("Invert left/right steering input.")] [SerializeField] private bool reverseControl = true; [Header("Move Speed")] [SerializeField] private float forwardSpeed = 5f; [SerializeField] private float turnSpeed = 4f; [Header("Side Control")] [SerializeField] private float sideMoveSpeed = 16f; [SerializeField] private float sideAcceleration = 40f; [Tooltip("Maximum side movement from the raft center line.")] [SerializeField] private float maxSideOffset = 16f; [Header("Path Follow Feel")] [SerializeField] private float pathFollowSmoothTime = 0.28f; [Range(0f, 1f)] [SerializeField] private float rotationVelocityBlend = 0.45f; [SerializeField] private float steeringYawAngle = 18f; [Header("Manual Steering")] [Tooltip("Degrees per second SteeringKeyXR can turn the raft travel direction while held.")] [SerializeField] private float grabbedSteeringTurnSpeed = 75f; [Header("Arrival")] [SerializeField] private float pointReachDistance = 1.5f; [SerializeField] private float arrivalSlowDownDistance = 12f; [SerializeField] private float arrivalMinSpeed = 0.8f; [Header("Events")] public UnityEvent onArrived; private int currentPointIndex = 0; private float sideOffset = 0f; private float sideVelocity = 0f; private float currentSteeringInput = 0f; private Vector3 currentCenterPosition; private Vector3 currentForward; private Vector3 currentRight; private Vector3 positionSmoothVelocity; private Vector3 previousPosition; private Vector3 startCenterPosition; private bool isFinished = false; private bool warnedMissingSteeringKey; public bool IsFinished => isFinished; private void Awake() { ResolveSteeringKey(); } private void Start() { ResolveSteeringKey(); if (pathPoints == null || pathPoints.Length == 0) { Debug.LogWarning("[RaftRiverController] Path Points are empty.", this); enabled = false; return; } currentCenterPosition = transform.position; startCenterPosition = currentCenterPosition; currentForward = transform.forward; currentRight = transform.right; previousPosition = transform.position; currentPointIndex = 0; } private void Update() { if (isFinished) return; HandleSideControl(); MoveAlongPath(); ApplyRaftPositionAndRotation(); } private void MoveAlongPath() { SkipMissingPathPoints(); int lastPointIndex = GetLastValidPathPointIndex(); if (lastPointIndex < 0 || currentPointIndex >= pathPoints.Length) { FinishRaftRide(); return; } Transform targetPoint = pathPoints[currentPointIndex]; Vector3 toTarget = GetFlatVectorTo(targetPoint.position); float distance = toTarget.magnitude; bool isLastTarget = currentPointIndex == lastPointIndex; while (!isLastTarget && ShouldAdvancePathPoint(currentPointIndex, distance)) { currentPointIndex++; SkipMissingPathPoints(); if (currentPointIndex >= pathPoints.Length) { SnapToPathPoint(targetPoint); FinishRaftRide(); return; } targetPoint = pathPoints[currentPointIndex]; toTarget = GetFlatVectorTo(targetPoint.position); distance = toTarget.magnitude; isLastTarget = currentPointIndex == lastPointIndex; } if (isLastTarget && distance <= pointReachDistance) { SnapToPathPoint(targetPoint); FinishRaftRide(); return; } if (toTarget.sqrMagnitude < 0.001f) return; Vector3 pathForward = toTarget.normalized; currentForward = GetTravelForward(pathForward); float currentSpeed = GetCurrentForwardSpeed(distance); float moveDistance = currentSpeed * Time.deltaTime; if (isLastTarget && moveDistance >= distance) { SnapToPathPoint(targetPoint); FinishRaftRide(); return; } currentCenterPosition += currentForward * moveDistance; currentRight = Vector3.Cross(Vector3.up, currentForward).normalized; } private void HandleSideControl() { float input = 0f; ResolveSteeringKey(); if (steeringKey != null) { input = steeringKey.SteeringValue; } else { input = ReadLegacyHorizontalInput(); if (!warnedMissingSteeringKey) { warnedMissingSteeringKey = true; Debug.LogWarning("[RaftRiverController] SteeringKeyXR reference is missing. Falling back to legacy horizontal input.", this); } } if (reverseControl) input *= -1f; currentSteeringInput = input; float targetSideVelocity = input * sideMoveSpeed; sideVelocity = Mathf.MoveTowards( sideVelocity, targetSideVelocity, sideAcceleration * Time.deltaTime ); sideOffset += sideVelocity * Time.deltaTime; sideOffset = Mathf.Clamp(sideOffset, -maxSideOffset, maxSideOffset); if (Mathf.Approximately(Mathf.Abs(sideOffset), maxSideOffset) && Mathf.Sign(sideVelocity) == Mathf.Sign(sideOffset)) { sideVelocity = 0f; } } private void ApplyRaftPositionAndRotation() { previousPosition = transform.position; Vector3 targetPosition = currentCenterPosition + currentRight * sideOffset; targetPosition.y = transform.position.y; float smoothTime = Mathf.Max(0.01f, pathFollowSmoothTime); transform.position = Vector3.SmoothDamp( transform.position, targetPosition, ref positionSmoothVelocity, smoothTime ); if (currentForward != Vector3.zero) { Vector3 frameVelocity = transform.position - previousPosition; frameVelocity.y = 0f; Vector3 lookDirection = currentForward; if (frameVelocity.sqrMagnitude > 0.0001f) { lookDirection = Vector3.Slerp( currentForward, frameVelocity.normalized, rotationVelocityBlend ); } Quaternion targetRotation = Quaternion.LookRotation(lookDirection, Vector3.up) * Quaternion.Euler(0f, currentSteeringInput * steeringYawAngle, 0f); transform.rotation = Quaternion.Slerp( transform.rotation, targetRotation, turnSpeed * Time.deltaTime ); } } private void FinishRaftRide() { if (isFinished) return; isFinished = true; Debug.Log("[RaftRiverController] Arrived at destination. Raft stopped."); onArrived?.Invoke(); } public void StopRaft() { isFinished = true; } public void ResumeRaft() { isFinished = false; } public void SetSteeringKey(SteeringKeyXR newSteeringKey) { steeringKey = newSteeringKey; warnedMissingSteeringKey = false; } private void ResolveSteeringKey() { if (steeringKey != null) return; steeringKey = GetComponentInChildren(true); } private Vector3 GetTravelForward(Vector3 fallbackForward) { Vector3 travelForward = currentForward; travelForward.y = 0f; if (travelForward.sqrMagnitude < 0.001f) travelForward = transform.forward; travelForward.y = 0f; if (travelForward.sqrMagnitude < 0.001f) travelForward = fallbackForward; if (steeringKey != null && steeringKey.IsGrabbed) { float turnAmount = currentSteeringInput * Mathf.Max(0f, grabbedSteeringTurnSpeed) * Time.deltaTime; travelForward = Quaternion.Euler(0f, turnAmount, 0f) * travelForward.normalized; } return travelForward.normalized; } private Vector3 GetFlatVectorTo(Vector3 worldPosition) { Vector3 delta = worldPosition - currentCenterPosition; delta.y = 0f; return delta; } private bool ShouldAdvancePathPoint(int targetIndex, float distanceToTarget) { return distanceToTarget < pointReachDistance || HasPassedPathPoint(targetIndex); } private bool HasPassedPathPoint(int targetIndex) { if (pathPoints == null || targetIndex < 0 || targetIndex >= pathPoints.Length || pathPoints[targetIndex] == null) return true; Vector3 anchorPosition = GetPreviousPathAnchorPosition(targetIndex); Vector3 targetPosition = pathPoints[targetIndex].position; anchorPosition.y = currentCenterPosition.y; targetPosition.y = currentCenterPosition.y; Vector3 segment = targetPosition - anchorPosition; if (segment.sqrMagnitude < 0.001f) return false; Vector3 fromAnchor = currentCenterPosition - anchorPosition; fromAnchor.y = 0f; return Vector3.Dot(fromAnchor, segment.normalized) >= segment.magnitude; } private Vector3 GetPreviousPathAnchorPosition(int targetIndex) { if (pathPoints != null) { for (int i = targetIndex - 1; i >= 0; i--) { if (pathPoints[i] != null) return pathPoints[i].position; } } return startCenterPosition; } private void SnapToPathPoint(Transform point) { if (point == null) return; Vector3 finalPosition = point.position; finalPosition.y = transform.position.y; currentCenterPosition = finalPosition; sideOffset = 0f; sideVelocity = 0f; currentSteeringInput = 0f; positionSmoothVelocity = Vector3.zero; previousPosition = finalPosition; transform.position = finalPosition; } private int GetPenultimateValidPathPointIndex() { if (pathPoints == null) return -1; int lastValidIndex = -1; for (int i = pathPoints.Length - 1; i >= 0; i--) { if (pathPoints[i] == null) continue; if (lastValidIndex < 0) { lastValidIndex = i; continue; } return i; } return lastValidIndex; } private float GetArrivalSlowDownDistance() { float fallbackDistance = Mathf.Max(pointReachDistance + 0.01f, arrivalSlowDownDistance); int penultimateIndex = GetPenultimateValidPathPointIndex(); int lastPointIndex = GetLastValidPathPointIndex(); if (penultimateIndex < 0 || lastPointIndex < 0 || penultimateIndex == lastPointIndex) return fallbackDistance; Vector3 penultimatePosition = pathPoints[penultimateIndex].position; Vector3 finalPosition = pathPoints[lastPointIndex].position; penultimatePosition.y = 0f; finalPosition.y = 0f; float finalSegmentDistance = Vector3.Distance(penultimatePosition, finalPosition); if (finalSegmentDistance <= pointReachDistance) return fallbackDistance; return Mathf.Max(pointReachDistance + 0.01f, finalSegmentDistance); } private float GetCurrentForwardSpeed(float distanceToTarget) { if (currentPointIndex != GetLastValidPathPointIndex()) return forwardSpeed; float maxSpeed = Mathf.Max(0f, forwardSpeed); if (maxSpeed <= 0.01f) return maxSpeed; float slowDownDistance = GetArrivalSlowDownDistance(); if (slowDownDistance <= pointReachDistance) return maxSpeed; float minSpeed = Mathf.Clamp(arrivalMinSpeed, 0.01f, maxSpeed); float speedRatio = Mathf.InverseLerp(pointReachDistance, slowDownDistance, distanceToTarget); speedRatio = speedRatio * speedRatio * (3f - 2f * speedRatio); return Mathf.Lerp(minSpeed, maxSpeed, speedRatio); } private int GetLastValidPathPointIndex() { if (pathPoints == null) return -1; for (int i = pathPoints.Length - 1; i >= 0; i--) { if (pathPoints[i] != null) return i; } return -1; } private void SkipMissingPathPoints() { while (currentPointIndex < pathPoints.Length && pathPoints[currentPointIndex] == null) { currentPointIndex++; } } private float ReadLegacyHorizontalInput() { #if ENABLE_LEGACY_INPUT_MANAGER return Input.GetAxis("Horizontal"); #else return 0f; #endif } }