184 lines
5.8 KiB
C#
184 lines
5.8 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NeoFPS.Constants;
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namespace NeoFPS
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{
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[HelpURL("https://docs.neofps.com/manual/interactionref-mb-characterinteractionhandler.html")]
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public class CharacterInteractionHandler : MonoBehaviour
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{
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[SerializeField, Range(0.25f, 5f), Tooltip("The maximum distance from the camera to trigger interactions.")]
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private float m_MaxDistance = 2f;
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[SerializeField, Range (1, 60), Tooltip("How frequently does the handler cast forward to check for an object. Smaller numbers mean more responsive but more wasted calculations.")]
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private int m_TickRate = 1;
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[SerializeField, Tooltip("The layers that will be checked against when casting for valid interaction targets.")]
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private LayerMask m_Layers = PhysicsFilter.Masks.Interactable;
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[SerializeField, Tooltip("The character audio clip to play for an invalid interaction.")]
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private FpsCharacterAudio m_ErrorAudio = FpsCharacterAudio.Negative;
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public delegate void HighlightedChangedDelegate(ICharacter character, IInteractiveObject highlighted);
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public delegate void InteractionSucceededDelegate(ICharacter character, IInteractiveObject interactable);
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public delegate void InteractionStartedDelegate(ICharacter character, IInteractiveObject interactable, float delay);
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public delegate void InteractionCancelledDelegate(ICharacter character, IInteractiveObject interactable);
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public event HighlightedChangedDelegate onHighlightedChanged;
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public event InteractionSucceededDelegate onInteractionSucceeded;
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public event InteractionStartedDelegate onInteractionStarted;
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public event InteractionCancelledDelegate onInteractionCancelled;
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private IInteractiveObject m_Highlighted = null;
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public IInteractiveObject highlighted
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{
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get { return m_Highlighted; }
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set
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{
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if (m_Highlighted != value)
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{
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if (m_Highlighted != null)
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m_Highlighted.highlighted = false;
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m_Highlighted = value;
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if (m_Highlighted != null)
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m_Highlighted.highlighted = true;
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if (onHighlightedChanged != null)
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onHighlightedChanged(m_Character, m_Highlighted);
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}
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}
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}
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public LayerMask layers
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{
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get { return m_Layers; }
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set { m_Layers = value; }
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}
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private ICharacterAudioHandler m_AudioHandler = null;
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private ICharacter m_Character = null;
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private Transform m_CameraTransform = null;
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private Transform m_LocalTransform = null;
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private RaycastHit m_Hit = new RaycastHit();
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private int m_Tick = 0;
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void Start ()
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{
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m_LocalTransform = transform;
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m_Character = GetComponent<ICharacter>();
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if (m_Character == null)
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{
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Debug.LogError("CharacterInteractionHandler requires a behaviour that inherits from ICharacter. Removing.");
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Destroy(this);
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}
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else
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{
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m_AudioHandler = m_Character.audioHandler;
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m_CameraTransform = m_Character.fpCamera.cameraTransform;
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}
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}
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private void OnDisable()
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{
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highlighted = null;
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}
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void FixedUpdate ()
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{
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if (++m_Tick >= m_TickRate)
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{
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m_Tick = 0;
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// Get the interactable the crosshair is currently over
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IInteractiveObject over = GetValidInteractable ();
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if (highlighted != over)
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{
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// Cancel any current interaction chargeup
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if (m_DelayedInteractCoroutine != null)
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{
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StopCoroutine (m_DelayedInteractCoroutine);
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m_DelayedInteractCoroutine = null;
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if (onInteractionCancelled != null)
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onInteractionCancelled (m_Character, highlighted);
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}
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// Set the new highlighted object
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highlighted = over;
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}
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}
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}
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public void InteractPress ()
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{
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if (highlighted != null)
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{
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float holdDuration = highlighted.holdDuration;
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if (highlighted.holdDuration > 0f)
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{
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m_DelayedInteractCoroutine = StartCoroutine (DelayedInteract (holdDuration));
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if (onInteractionStarted != null)
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onInteractionStarted (m_Character, highlighted, holdDuration);
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}
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else
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OnInteractSucceeded (highlighted);
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}
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else
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OnInteractFailed ();
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}
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public void InteractRelease ()
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{
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if (m_DelayedInteractCoroutine != null)
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{
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StopCoroutine (m_DelayedInteractCoroutine);
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m_DelayedInteractCoroutine = null;
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if (onInteractionCancelled != null)
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onInteractionCancelled (m_Character, highlighted);
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}
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}
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Coroutine m_DelayedInteractCoroutine = null;
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IEnumerator DelayedInteract (float holdDuration)
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{
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// Wait for hold duration
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// (Don't use WaitForSeconds since that requires garbage collection)
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float timer = 0f;
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while (timer < holdDuration)
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{
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yield return null;
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timer += Time.deltaTime;
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}
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OnInteractSucceeded (highlighted);
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m_DelayedInteractCoroutine = null;
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}
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IInteractiveObject GetValidInteractable ()
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{
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// Check for raycast hit
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Ray ray = new Ray(m_CameraTransform.position, m_CameraTransform.forward);
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if (PhysicsExtensions.RaycastNonAllocSingle (ray, out m_Hit, m_MaxDistance, m_Layers, m_LocalTransform, QueryTriggerInteraction.Collide) && m_Hit.collider.isTrigger)
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return m_Hit.collider.GetComponentInParent<IInteractiveObject>();
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else
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return null;
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}
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protected virtual void OnInteractSucceeded (IInteractiveObject interactable)
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{
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interactable.Interact (m_Character);
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if (onInteractionSucceeded != null)
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onInteractionSucceeded (m_Character, interactable);
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}
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protected virtual void OnInteractFailed ()
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{
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if (m_ErrorAudio != FpsCharacterAudio.Undefined && m_AudioHandler != null)
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m_AudioHandler.PlayAudio (m_ErrorAudio);
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}
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}
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}
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