reverted to my old fps controller, stopped movement when in inventory UI

This commit is contained in:
0ceanSlim 2023-10-31 16:13:36 -04:00
parent 403743e42e
commit a55e58a15c
8 changed files with 245 additions and 59407 deletions

File diff suppressed because it is too large Load Diff

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@ -7,6 +7,7 @@ using UnityEngine.EventSystems;
// TODO: Expand for other measurement systems later // TODO: Expand for other measurement systems later
namespace SimpleInventorySystem namespace SimpleInventorySystem
{ {
public enum Orientation { Portrait, Landscape }; public enum Orientation { Portrait, Landscape };
@ -196,7 +197,7 @@ namespace SimpleInventorySystem
if (slot != null && (referenceType == ReferenceTypes.GridUIFromSlot || referenceType == ReferenceTypes.SlotUI)) if (slot != null && (referenceType == ReferenceTypes.GridUIFromSlot || referenceType == ReferenceTypes.SlotUI))
{ {
if(referenceType == ReferenceTypes.GridUIFromSlot) if (referenceType == ReferenceTypes.GridUIFromSlot)
{ {
slotCheck = preliminaryCheck && IsSlotOccupied() && slot.GetItemUI().container != null && slot != null && slot.GetItemUI() != null && slot.GetItemUI().container != null; slotCheck = preliminaryCheck && IsSlotOccupied() && slot.GetItemUI().container != null && slot != null && slot.GetItemUI() != null && slot.GetItemUI().container != null;
if (slotCheck) if (slotCheck)
@ -277,7 +278,8 @@ namespace SimpleInventorySystem
public StandaloneInputModule StandaloneInputModule; public StandaloneInputModule StandaloneInputModule;
public Vector2 MouseInCanvasPosition; public Vector2 MouseInCanvasPosition;
private ItemUI draggedItem; private ItemUI draggedItem;
public ItemUI DraggedItem { public ItemUI DraggedItem
{
set { draggedItem = value; IsDraggingItem = true; } set { draggedItem = value; IsDraggingItem = true; }
get { return draggedItem; } get { return draggedItem; }
} }
@ -324,9 +326,9 @@ namespace SimpleInventorySystem
public Rarity GetRarityFromList(RarityType rarityType) public Rarity GetRarityFromList(RarityType rarityType)
{ {
foreach(Rarity rarity in raritiesList) foreach (Rarity rarity in raritiesList)
{ {
if(rarity.rarityType == rarityType) if (rarity.rarityType == rarityType)
{ {
return rarity; return rarity;
} }
@ -351,7 +353,7 @@ namespace SimpleInventorySystem
if (playerCamera == null || !playerCamera.gameObject.activeSelf) if (playerCamera == null || !playerCamera.gameObject.activeSelf)
{ {
Camera[] cameras = FindObjectsOfType<Camera>(); Camera[] cameras = FindObjectsOfType<Camera>();
foreach(Camera cam in cameras) foreach (Camera cam in cameras)
{ {
if (cam.gameObject.activeSelf) if (cam.gameObject.activeSelf)
{ {
@ -360,7 +362,7 @@ namespace SimpleInventorySystem
} }
} }
if(playerCamera == null) if (playerCamera == null)
{ {
return false; return false;
} }
@ -373,7 +375,7 @@ namespace SimpleInventorySystem
// TODO: Temporary solution. We will need to find the exact player for the client player. // TODO: Temporary solution. We will need to find the exact player for the client player.
} }
if(LootGrid == null) if (LootGrid == null)
{ {
LootGrid = GetComponentInChildren<GridUI>(); LootGrid = GetComponentInChildren<GridUI>();
return false; return false;
@ -384,13 +386,13 @@ namespace SimpleInventorySystem
public GameObject OpenWindow(string windowType) public GameObject OpenWindow(string windowType)
{ {
if(windowType == nameof(StorageWindowUI) && InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null) if (windowType == nameof(StorageWindowUI) && InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null)
{ {
return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform); return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform);
} }
else if(windowType == nameof(InspectionWindowUI) && InventorySystem.instance.InspectionWindowPrefab.GetComponent<InspectionWindowUI>() != null) else if (windowType == nameof(InspectionWindowUI) && InventorySystem.instance.InspectionWindowPrefab.GetComponent<InspectionWindowUI>() != null)
{ {
if(itemViewer != null) if (itemViewer != null)
{ {
itemViewer.OpenCamera(); itemViewer.OpenCamera();
} }
@ -403,7 +405,7 @@ namespace SimpleInventorySystem
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if(DraggedItem == null) if (DraggedItem == null)
{ {
IsDraggingItem = false; IsDraggingItem = false;
} }
@ -422,13 +424,13 @@ namespace SimpleInventorySystem
if (menuKeyInput.PressedKey(true)) if (menuKeyInput.PressedKey(true))
{ {
if(InventoryMenuUI != null) if (InventoryMenuUI != null)
{ {
ToggleInventory(); ToggleInventory();
} }
} }
hResults= hoverResults = GetPointerOverUIObject(); hResults = hoverResults = GetPointerOverUIObject();
} }
private List<GameObject> GetPointerOverUIObject() private List<GameObject> GetPointerOverUIObject()
@ -456,7 +458,7 @@ namespace SimpleInventorySystem
public static bool IsMouseOverUI(GameObject go) public static bool IsMouseOverUI(GameObject go)
{ {
if(hoverResults == null || hoverResults.Count == 0) if (hoverResults == null || hoverResults.Count == 0)
{ {
return false; return false;
} }
@ -468,14 +470,14 @@ namespace SimpleInventorySystem
{ {
return false; return false;
} }
foreach(GameObject go in hoverResults) foreach (GameObject go in hoverResults)
{ {
if(go.GetComponent<BlockRaycast>() != null) if (go.GetComponent<BlockRaycast>() != null)
{ {
//Debug.Log("BlockRaycast"); //Debug.Log("BlockRaycast");
return false; return false;
} }
if(go.GetComponent<ItemUI>() != null) if (go.GetComponent<ItemUI>() != null)
{ {
//Debug.Log(hoverResults); //Debug.Log(hoverResults);
if (go.GetComponent<ItemUI>() == item) if (go.GetComponent<ItemUI>() == item)
@ -499,7 +501,7 @@ namespace SimpleInventorySystem
{ {
if (InventoryMenuUI.activeInHierarchy) if (InventoryMenuUI.activeInHierarchy)
{ {
if(DraggedItem != null) if (DraggedItem != null)
{ {
Debug.Log("Return to Slot"); Debug.Log("Return to Slot");
DraggedItem.ReturnToSlot(true); DraggedItem.ReturnToSlot(true);
@ -518,7 +520,7 @@ namespace SimpleInventorySystem
Cursor.visible = true; Cursor.visible = true;
Cursor.lockState = CursorLockMode.Confined; Cursor.lockState = CursorLockMode.Confined;
toolbarEvents.GetComponent<MoveChildrenUI>().MoveToTarget(false, true); toolbarEvents.GetComponent<MoveChildrenUI>().MoveToTarget(false, true);
if(GetComponent<NeoFPSPause>() != null) if (GetComponent<NeoFPSPause>() != null)
{ {
GetComponent<NeoFPSPause>().pauseMenu.PopEscapeHandlerShow(); GetComponent<NeoFPSPause>().pauseMenu.PopEscapeHandlerShow();
} }
@ -569,7 +571,7 @@ namespace SimpleInventorySystem
}*/ }*/
RaycastHit[] hits = Physics.RaycastAll(ray, 200); RaycastHit[] hits = Physics.RaycastAll(ray, 200);
for(int i = 0; i < hits.Length; i++) for (int i = 0; i < hits.Length; i++)
{ {
if (hits[i].collider != null) if (hits[i].collider != null)
{ {
@ -644,7 +646,7 @@ namespace SimpleInventorySystem
CurrentState = States.Loot; CurrentState = States.Loot;
} }
} }
else if(!InventorySystem.instance.IsUsingInventoryMenuUI()) else if (!InventorySystem.instance.IsUsingInventoryMenuUI())
{ {
CurrentState = States.Undefined; CurrentState = States.Undefined;
LootMenuUI.SetActive(false); LootMenuUI.SetActive(false);
@ -709,7 +711,7 @@ namespace SimpleInventorySystem
public void OnPointerClick(PointerEventData eventData) public void OnPointerClick(PointerEventData eventData)
{ {
if(eventData.button == PointerEventData.InputButton.Left && !ContextMenuManagerUI.instance.ItemInspectMenuHasFocus() && ContextMenuManagerUI.instance.IsInspectingItem()) if (eventData.button == PointerEventData.InputButton.Left && !ContextMenuManagerUI.instance.ItemInspectMenuHasFocus() && ContextMenuManagerUI.instance.IsInspectingItem())
{ {
ContextMenuManagerUI.instance.CloseContextMenu(); ContextMenuManagerUI.instance.CloseContextMenu();
} }

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View File

@ -2,8 +2,12 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using SimpleInventorySystem;
public class FirstPersonController : MonoBehaviour public class FirstPersonController : MonoBehaviour
{ {
public InventorySystem inventorySystem; // Reference to the InventorySystem script
// Start is called before the first frame update // Start is called before the first frame update
public bool CanMove { get; private set; } = true; public bool CanMove { get; private set; } = true;
private bool IsSprinting => canSprint && Input.GetKey(sprintKey); private bool IsSprinting => canSprint && Input.GetKey(sprintKey);
@ -14,7 +18,7 @@ public class FirstPersonController : MonoBehaviour
[SerializeField] private bool canSprint = true; [SerializeField] private bool canSprint = true;
[SerializeField] private bool canJump = true; [SerializeField] private bool canJump = true;
[SerializeField] private bool canCrouch = true; [SerializeField] private bool canCrouch = true;
[SerializeField] private bool canUseHeadbob = true; [SerializeField] private bool canUseHeadbob = true;
[Header("Controls")] [Header("Controls")]
[SerializeField] private KeyCode sprintKey = KeyCode.LeftShift; [SerializeField] private KeyCode sprintKey = KeyCode.LeftShift;
@ -41,8 +45,8 @@ public class FirstPersonController : MonoBehaviour
[SerializeField] private float crouchHeight = 0.5f; [SerializeField] private float crouchHeight = 0.5f;
[SerializeField] private float standingHeight = 2.0f; [SerializeField] private float standingHeight = 2.0f;
[SerializeField] private float timeToCrouch = 0.25f; [SerializeField] private float timeToCrouch = 0.25f;
[SerializeField] private Vector3 crouchingCenter = new Vector3(0,0.5f,0); [SerializeField] private Vector3 crouchingCenter = new Vector3(0, 0.5f, 0);
[SerializeField] private Vector3 standingCenter = new Vector3(0,0,0); [SerializeField] private Vector3 standingCenter = new Vector3(0, 0, 0);
private bool isCrouching; private bool isCrouching;
private bool duringCrouchAnimation; private bool duringCrouchAnimation;
@ -50,11 +54,11 @@ public class FirstPersonController : MonoBehaviour
[SerializeField] private float walkBobSpeed = 14f; [SerializeField] private float walkBobSpeed = 14f;
[SerializeField] private float walkBobAmount = 0.05f; [SerializeField] private float walkBobAmount = 0.05f;
[SerializeField] private float sprintBobSpeed = 18f; [SerializeField] private float sprintBobSpeed = 18f;
[SerializeField] private float sprintBobAmount = 0.1f; [SerializeField] private float sprintBobAmount = 0.1f;
[SerializeField] private float crouchBobSpeed = 8f; [SerializeField] private float crouchBobSpeed = 8f;
[SerializeField] private float crouchBobAmount = 0.025f; [SerializeField] private float crouchBobAmount = 0.025f;
private float defaultYPos = 0; private float defaultYPos = 0;
private float timer ; private float timer;
private Camera playerCamera; private Camera playerCamera;
private CharacterController characterController; private CharacterController characterController;
@ -63,7 +67,7 @@ public class FirstPersonController : MonoBehaviour
private Vector2 currentInput; private Vector2 currentInput;
private float rotationX = 0; private float rotationX = 0;
void Awake() void Awake()
{ {
playerCamera = GetComponentInChildren<Camera>(); playerCamera = GetComponentInChildren<Camera>();
@ -77,8 +81,18 @@ public class FirstPersonController : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (CanMove) // Check if the inventory UI is open
bool isInventoryUIOpen = inventorySystem.IsUsingInventoryMenuUI();
if (isInventoryUIOpen)
{ {
// The inventory UI is open, disable movement
CanMove = false;
}
else
{
// The inventory UI is closed, enable movement
CanMove = true;
HandleMovementInput(); HandleMovementInput();
HandleMouseLook(); HandleMouseLook();
@ -95,9 +109,11 @@ public class FirstPersonController : MonoBehaviour
} }
} }
private void HandleMovementInput() private void HandleMovementInput()
{ {
currentInput = new Vector2((isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed)* Input.GetAxis("Vertical"), (isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Horizontal")); currentInput = new Vector2((isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Vertical"), (isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Horizontal"));
float moveDirectionY = moveDirection.y; float moveDirectionY = moveDirection.y;
moveDirection = (transform.TransformDirection(Vector3.forward) * currentInput.x) + (transform.TransformDirection(Vector3.right) * currentInput.y); moveDirection = (transform.TransformDirection(Vector3.forward) * currentInput.x) + (transform.TransformDirection(Vector3.right) * currentInput.y);
@ -120,13 +136,13 @@ public class FirstPersonController : MonoBehaviour
{ {
if (!characterController.isGrounded) return; if (!characterController.isGrounded) return;
if(Mathf.Abs(moveDirection.x) >0.1f || Mathf.Abs(moveDirection.z) > 0.1f) if (Mathf.Abs(moveDirection.x) > 0.1f || Mathf.Abs(moveDirection.z) > 0.1f)
{ {
timer += Time.deltaTime * (isCrouching ? crouchBobSpeed : IsSprinting ? sprintBobSpeed : walkBobSpeed); timer += Time.deltaTime * (isCrouching ? crouchBobSpeed : IsSprinting ? sprintBobSpeed : walkBobSpeed);
playerCamera.transform.localPosition = new Vector3( playerCamera.transform.localPosition = new Vector3(
playerCamera.transform.localPosition.x, playerCamera.transform.localPosition.x,
defaultYPos + Mathf.Sin(timer) * (isCrouching ? crouchBobAmount : IsSprinting ? sprintBobAmount : walkBobAmount), defaultYPos + Mathf.Sin(timer) * (isCrouching ? crouchBobAmount : IsSprinting ? sprintBobAmount : walkBobAmount),
playerCamera.transform.localPosition.z); playerCamera.transform.localPosition.z);
} }
} }
@ -145,12 +161,12 @@ public class FirstPersonController : MonoBehaviour
moveDirection.y -= gravity * Time.deltaTime; moveDirection.y -= gravity * Time.deltaTime;
characterController.Move(moveDirection * Time.deltaTime); characterController.Move(moveDirection * Time.deltaTime);
} }
private IEnumerator CrouchStand() private IEnumerator CrouchStand()
{ {
if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f)) if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
yield break; yield break;
duringCrouchAnimation = true; duringCrouchAnimation = true;
float timeElapsed = 0; float timeElapsed = 0;