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station_obscurum_unity/Assets/Scripts/Legacy/Player/PlayerInteractionHandler.cs

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using System.Collections.Generic;
using UnityEngine;
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using FishNet.Connection;
using FishNet.Object;
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namespace Player
{
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[RequireComponent(typeof(Collider))]
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public class PlayerInteractionHandler : NetworkBehaviour
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{
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public static PlayerInteractionHandler instance;
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[SerializeField] private Light flashlight;
[SerializeField] private GameObject flashlight3D;
[SerializeField] private int materialIndex = 1;
[SerializeField] private Transform carryingPos;
[SerializeField] private bool useItemSelector = true;
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[SerializeField] private Item.PistolComponent pistol;
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[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
[SerializeField] private CameraShift shift;
public bool isDead;
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//Check if button down
private readonly AxisIsDown fireDown = new("Fire1");
private bool flashlightEnabled = true;
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private Item.HeavyInteractableItem heavyInvent;
private readonly List<Item.HeavyInteractableItem> heavyItemsInRange = new();
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private Color initColor;
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private Item.Inventory invent;
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private Item.ItemSelector itemSelector;
private readonly List<Item.InteractableItem> itemsInRange = new();
[SerializeField]
private Scriptable.GameState manager;
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private Material selMaterial;
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private Item.TempInventory tempInvent;
public Item.Inventory Inventory => invent;
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public bool IsCarrying => heavyInvent != null;
public bool GunEnabled { get; private set; }
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public Transform CarryingPos => carryingPos;
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private bool inputEnbaled = true;
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public override void OnStartClient()
{
base.OnStartClient();
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inputEnbaled = IsOwner;
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}
// Start is called before the first frame update
private void Start()
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{
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instance = this;
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invent = transform.parent.GetComponent<Item.Inventory>();
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//TEMP FIELD
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tempInvent = transform.parent.GetComponent<Item.TempInventory>();
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initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
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itemSelector = Item.ItemSelector.instance;
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pistol.gameObject.SetActive(GunEnabled);
flashlightEnabled = flashlight.gameObject.activeSelf;
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shift = GameObject.Find("CameraHidden").GetComponent<CameraShift>();
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}
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[ObserversRpc]
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public void SwitchWeaponMode()
{
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GunEnabled = !GunEnabled;
if (!GunEnabled)
pistol.Disable();
pistol.gameObject.SetActive(GunEnabled);
if (GunEnabled)
pistol.Enable();
}
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// Update is called once per frame
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private void Update()
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{
fireDown.Check();
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if (isDead)
{
DropHeavy();
return;
}
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if ((manager.IsPaused || isDead)&&!inputEnbaled) return;
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if ((Input.GetButtonDown("Fire1") || fireDown.IsDown())&&inputEnbaled)
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{
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if (GunEnabled)
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{
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if (tempInvent.GetQuantityOf(pistol.projectileName) > 0)
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{
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print("Calling RPC:Fire(). Isclient:" + IsClient);
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pistol.Fire();
noiseManager.ShotFired();
tempInvent.Remove(pistol.projectileName);
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}
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}
else
{
if (!IsCarrying)
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{
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var t_index = 0;
var pickupFound = false;
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if (itemsInRange.Count > 0)
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{
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while (t_index < itemsInRange.Count && !itemsInRange[t_index].CanPickup) t_index++;
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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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foreach (var item in itemsInRange)
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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 Item.HeavyItemReceiver)
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if (heavyInvent != null)
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{
heavyInvent.transform.parent = carryingPos;
heavyInvent.transform.localPosition = Vector3.zero;
heavyInvent.transform.localEulerAngles = Vector3.zero;
heavyItemsInRange.Remove(heavyInvent);
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heavyInvent.GetComponent<Rigidbody>().constraints =
RigidbodyConstraints.FreezeRotation;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyInvent.Disable();
heavyInvent.DisableAll();
}
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}
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}
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else
{
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int refIndex;
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if (itemsInRange.Count > 0 && receiverInRange(out refIndex))
{
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((Item.HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
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heavyInvent = null;
}
else
{
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DropHeavy();
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}
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}
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}
}
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if (Input.GetButtonDown("Fire2")&&inputEnbaled)
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{
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//print(this.GunEnabled);
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if (!GunEnabled)
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{
if (!flashlight.gameObject.activeSelf)
EnableFlashlight();
else
DisableFlashlight();
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}
else
{
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pistol.LightToggle();
}
}
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if (Input.GetButtonDown("Fire3")&&inputEnbaled)
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if (!IsCarrying)
{
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SwitchWeaponMode();
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if (false) {
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GunEnabled = !GunEnabled;
if (!GunEnabled)
pistol.Disable();
pistol.gameObject.SetActive(GunEnabled);
if (GunEnabled)
pistol.Enable();
}
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}
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if (GunEnabled)
{
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DisableFlashlight();
var aimAxis = Input.GetAxis("Aim");
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if (aimAxis > 0.5f)
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pistol.aimMode = Item.PistolComponent.AimMode.CAMERA;
else
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pistol.aimMode = Item.PistolComponent.AimMode.MODIFIED;
}
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if(!inputEnbaled)
shift.SetCenter(!GunEnabled);
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}
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private void OnTriggerEnter(Collider other)
{
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if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
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{
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var item = other.gameObject.GetComponent<Item.InteractableItem>();
if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
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{
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item.Enable();
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itemsInRange.Add(item);
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}
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else if (item is Item.HeavyInteractableItem)
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{
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((Item.HeavyInteractableItem)item).Enable();
heavyItemsInRange.Add((Item.HeavyInteractableItem)item);
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}
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}
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}
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private void OnTriggerExit(Collider other)
{
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if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
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{
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var item = other.gameObject.GetComponent<Item.InteractableItem>();
if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
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{
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item.Disable();
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itemsInRange.Remove(item);
}
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else if (item is Item.HeavyInteractableItem)
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{
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((Item.HeavyInteractableItem)item).Disable();
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//itemsInRange.Remove((HeavyInteractableItem)(item));
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heavyItemsInRange.Remove((Item.HeavyInteractableItem)item);
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}
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}
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}
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private bool receiverInRange(out int index)
{
var i = 0;
foreach (var item in itemsInRange)
{
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if (item is Item.HeavyItemReceiver)
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{
index = i;
return true;
}
i++;
}
index = -1;
return false;
}
private void DropHeavy()
{
if (heavyInvent != null)
{
heavyInvent.transform.parent = null;
heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
heavyInvent.EnableAll();
heavyInvent = null;
}
}
public void EnableFlashlight()
{
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);
flashlightEnabled = true;
}
public void DisableFlashlight()
{
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);
flashlightEnabled = false;
}
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}
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internal class AxisIsDown
{
private float axis;
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private readonly string axisName;
private bool down;
private bool isDown;
private bool pIsDown;
public AxisIsDown(string axisName)
{
this.axisName = axisName;
}
public void Check()
{
axis = Input.GetAxis(axisName);
isDown = axis > 0.5f;
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if (isDown != pIsDown && isDown)
down = true;
else
down = false;
pIsDown = isDown;
}
public bool IsDown()
{
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return down;
}
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}
}