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station_obscurum_unity/Assets/Scripts/Player/PlayerInteractionHandler.cs

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using System.Collections;
using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
using System.Xml;
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using Unity.VisualScripting;
using UnityEngine;
[RequireComponent(typeof(Collider))]
public class PlayerInteractionHandler : MonoBehaviour
{
private List<InteractableItem> itemsInRange= new List<InteractableItem>();
private List<HeavyInteractableItem> heavyItemsInRange = new List<HeavyInteractableItem>();
private Inventory invent;
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public Inventory Inventory { get { return invent; } }
public static PlayerInteractionHandler instance;
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[SerializeField]
private Light flashlight;
[SerializeField]
private GameObject flashlight3D;
private bool flashlightEnabled = true;
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[SerializeField]
private int materialIndex = 1;
private Material selMaterial;
private Color initColor;
private HeavyInteractableItem heavyInvent;
public bool IsCarrying { get { return heavyInvent !=null; } }
public bool GunEnabled { get { return this.gunEnabled; } }
private bool gunEnabled = false;
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[SerializeField]
private Transform carryingPos;
private ItemSelector itemSelector;
[SerializeField]
private bool useItemSelector = true;
[SerializeField]
private PistolComponent pistol;
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// Start is called before the first frame update
void Start()
{
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instance = this;
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invent = this.transform.parent.GetComponent<Inventory>();
initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
itemSelector = ItemSelector.instance;
pistol.gameObject.SetActive(this.gunEnabled);
flashlightEnabled = this.flashlight.gameObject.activeSelf;
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}
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private bool receiverInRange(out int index)
{
int i = 0;
foreach(InteractableItem item in this.itemsInRange)
{
if(item is HeavyItemReceiver)
{
index = i;
return true;
}
i++;
}
index = -1;
return false;
}
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// Update is called once per frame
void Update()
{
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if(Input.GetButtonDown("Fire1"))
{
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if (this.GunEnabled)
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{
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this.pistol.Fire();
}
else
{
if (!IsCarrying)
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{
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int t_index = 0;
bool pickupFound = false;
if (itemsInRange.Count > 0)
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{
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while (t_index < itemsInRange.Count && !itemsInRange[t_index].CanPickup)
{
t_index++;
}
if (t_index != itemsInRange.Count)
{
pickupFound = true;
invent.AddItem(itemsInRange[t_index]);
itemsInRange[0].transform.gameObject.SetActive(false);
itemsInRange.Remove(itemsInRange[t_index]);
}
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}
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else if (heavyItemsInRange.Count > 0)
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{
pickupFound = true;
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heavyInvent = heavyItemsInRange[0];
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heavyInvent.transform.parent = carryingPos;
heavyInvent.transform.localPosition = Vector3.zero;
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyItemsInRange.Remove(heavyItemsInRange[0]);
heavyInvent.Disable();
heavyInvent.DisableAll();
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}
if (!pickupFound)
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{
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foreach (InteractableItem item in itemsInRange)
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{
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if (!item.CanPickup)
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{
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if (!item.Interact(ref invent, ref heavyInvent))
{
item.Interact();
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}else if(item is HeavyItemReceiver)
{
if(heavyInvent != null)
{
heavyInvent.transform.parent = carryingPos;
heavyInvent.transform.localPosition = Vector3.zero;
heavyInvent.transform.localEulerAngles = Vector3.zero;
heavyItemsInRange.Remove(heavyInvent);
heavyInvent.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation;
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyInvent.Disable();
heavyInvent.DisableAll();
}
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}
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}
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}
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}
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}
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else
{
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int refIndex;
if (itemsInRange.Count > 0&&receiverInRange(out refIndex)) {
((HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref this.invent, ref heavyInvent);
heavyInvent = null;
}
else
{
heavyInvent.transform.parent = null;
heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
heavyInvent.EnableAll();
heavyInvent = null;
}
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}
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}
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}
if (Input.GetButtonDown("Fire2"))
{
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//print(this.GunEnabled);
if (!this.GunEnabled)
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{
if (!flashlight.gameObject.activeSelf)
{
EnableFlashlight();
}
else
{
DisableFlashlight();
}
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}
else
{
this.pistol.LightToggle();
}
}
if (Input.GetButtonDown("Fire3"))
{
if (!this.IsCarrying)
{
this.gunEnabled = !this.gunEnabled;
if(!this.gunEnabled)
pistol.Disable();
pistol.gameObject.SetActive(this.gunEnabled);
if (this.gunEnabled)
pistol.Enable();
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}
}
if (this.GunEnabled)
{
this.DisableFlashlight();
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float aimAxis = Input.GetAxis("Aim");
print("Aim:" + aimAxis);
}
else
{
}
}
public void EnableFlashlight()
{
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flashlight.gameObject.SetActive(true);
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor);
selMaterial.SetColor("_EmissionColor", new Color(255, 255, 255, 255));
flashlight3D.gameObject.SetActive(true);
this.flashlightEnabled = true;
}
public void DisableFlashlight()
{
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flashlight.gameObject.SetActive(false);
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0));
selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0));
flashlight3D.gameObject.SetActive(false);
this.flashlightEnabled = false;
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}
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private void OnTriggerEnter(Collider other)
{
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if(other.gameObject.GetComponent<InteractableItem>() != null)
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{
InteractableItem item = other.gameObject.GetComponent<InteractableItem>();
if(item is InteractableItem && item is not HeavyInteractableItem)
{
((InteractableItem)item).Enable();
itemsInRange.Add(item);
}else if(item is HeavyInteractableItem)
{
((HeavyInteractableItem)item).Enable();
heavyItemsInRange.Add((HeavyInteractableItem)item);
}
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}
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}
private void OnTriggerExit(Collider other)
{
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if (other.gameObject.GetComponent<InteractableItem>() != null)
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{
InteractableItem item = other.gameObject.GetComponent<InteractableItem>();
if (item is InteractableItem && item is not HeavyInteractableItem)
{
((InteractableItem)item).Disable();
itemsInRange.Remove(item);
}
else if (item is HeavyInteractableItem)
{
((HeavyInteractableItem)item).Disable();
//itemsInRange.Remove((HeavyInteractableItem)(item));
heavyItemsInRange.Remove((HeavyInteractableItem)item);
}
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}
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}
}