From 26c8e88b6062621342c046a283dcaf15f5f56f6b Mon Sep 17 00:00:00 2001 From: sebastianhampel1 Date: Tue, 21 Mar 2023 14:49:47 -0400 Subject: [PATCH] updates to scene. Working on pickup --- Assets/Animations/DoorAnimations.meta | 8 + Assets/Animations/DoorAnimations/Close.anim | 573 ++++++ .../Animations/DoorAnimations/Close.anim.meta | 8 + .../Animations/DoorAnimations/Door.controller | 159 ++ .../DoorAnimations/Door.controller.meta | 8 + Assets/Animations/DoorAnimations/Open.anim | 501 +++++ .../Animations/DoorAnimations/Open.anim.meta | 8 + Assets/Materials/Basic/Metallic.mat | 266 +++ Assets/Materials/Basic/Metallic.mat.meta | 8 + .../WorldEnviornment/Reciptical_0.1.fbx | Bin 0 -> 30108 bytes .../WorldEnviornment/Reciptical_0.1.fbx.meta | 106 + .../WorldEnviornment/SuperSimpleDoor.fbx | Bin 0 -> 17884 bytes .../WorldEnviornment/SuperSimpleDoor.fbx.meta | 106 + Assets/Scenes/ItemPickupTest.unity | 1737 ++++++++++++----- Assets/Scripts/Item/DoorInteractable.cs | 102 + Assets/Scripts/Item/DoorInteractable.cs.meta | 11 + Assets/Scripts/Item/HeavyInteractableItem.cs | 17 +- Assets/Scripts/Item/InteractableItem.cs | 9 +- Assets/Scripts/Item/KeyItem.cs | 9 + .../Player/PlayerInteractionHandler.cs | 75 +- .../Player/PlayerMovementController.cs | 1 + 21 files changed, 3202 insertions(+), 510 deletions(-) create mode 100644 Assets/Animations/DoorAnimations.meta create mode 100644 Assets/Animations/DoorAnimations/Close.anim create mode 100644 Assets/Animations/DoorAnimations/Close.anim.meta create mode 100644 Assets/Animations/DoorAnimations/Door.controller create mode 100644 Assets/Animations/DoorAnimations/Door.controller.meta create mode 100644 Assets/Animations/DoorAnimations/Open.anim create mode 100644 Assets/Animations/DoorAnimations/Open.anim.meta create mode 100644 Assets/Materials/Basic/Metallic.mat create mode 100644 Assets/Materials/Basic/Metallic.mat.meta create mode 100644 Assets/Models/WorldEnviornment/Reciptical_0.1.fbx create mode 100644 Assets/Models/WorldEnviornment/Reciptical_0.1.fbx.meta create mode 100644 Assets/Models/WorldEnviornment/SuperSimpleDoor.fbx create mode 100644 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+ } + + // Update is called once per frame + void Update() + { + anim.SetBool("IsPowered", Powered); + } + public override bool Interact() + { + //print("INTERACTED!"); + if(this.insertedCore== null) + { + HeavyInteractableItem[] worldHeavyItems = GameObject.FindObjectsOfType(); + //print("Found:" + worldHeavyItems.Length); + for(int i = 0; i < worldHeavyItems.Length; i++) + { + HeavyInteractableItem item = worldHeavyItems[i]; + + if (!item.ItemName.Contains(nameSearched)) + { + continue; + } + float dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position); + //print("DIST:" + dist); + if (dist <= minAttractDist) + { + Inventory _i = PlayerInteractionHandler.instance.Inventory; + this.Interact(ref _i, ref item); + return true; + } + } + + + } + + + + return false; + } + public override bool Interact(ref Inventory inventory,ref HeavyInteractableItem heavyInvent) + { + //print("INTERACTED 2"); + // print(heavyInvent); + + if (heavyInvent!=null&&heavyInvent.ItemName.Contains(nameSearched)) + { + //print("DOOR OPEN!"); + heavyInvent.GetComponent().isKinematic = true; + + heavyInvent.GetComponent().constraints = RigidbodyConstraints.FreezeAll; + priorLocalPos = heavyInvent.transform.localPosition; + priorLocalRot = heavyInvent.transform.localEulerAngles; + priorScale = heavyInvent.transform.localScale; + + heavyInvent.transform.parent = powerCoreCenter; + + heavyInvent.gameObject.transform.localPosition = Vector3.zero; + heavyInvent.gameObject.transform.localEulerAngles = Vector3.zero; + heavyInvent.transform.parent = null; + heavyInvent.gameObject.transform.localScale = priorScale; + + insertedCore = heavyInvent; + + return true; + } + else if(insertedCore!=null&&heavyInvent==null) + { + heavyInvent = insertedCore; + //get ref of player perhaps + return true; + } + else + { + return false; + } + } +} diff --git a/Assets/Scripts/Item/DoorInteractable.cs.meta b/Assets/Scripts/Item/DoorInteractable.cs.meta new file mode 100644 index 0000000..6df3223 --- /dev/null +++ b/Assets/Scripts/Item/DoorInteractable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f575b137603a4b4282a6551120c979a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Item/HeavyInteractableItem.cs b/Assets/Scripts/Item/HeavyInteractableItem.cs index 691b52a..508ddfa 100644 --- a/Assets/Scripts/Item/HeavyInteractableItem.cs +++ b/Assets/Scripts/Item/HeavyInteractableItem.cs @@ -4,10 +4,11 @@ using UnityEngine; public class HeavyInteractableItem : InteractableItem { + private Vector3 init_rot; // Start is called before the first frame update void Start() { - + init_rot = transform.eulerAngles; } // Update is called once per frame @@ -18,10 +19,24 @@ public class HeavyInteractableItem : InteractableItem public void DisableAll() { this.GetComponent().enabled = false; + } + public override bool Interact() + { + //Todo + return false; + } + public override bool Interact(ref Inventory inventory,ref HeavyInteractableItem heavyInvent) + { + return false; + } + + public void EnableAll() { this.GetComponent().enabled = true; + this.transform.eulerAngles = new Vector3(init_rot.x,transform.eulerAngles.y,init_rot.z); + } private void FixedUpdate() diff --git a/Assets/Scripts/Item/InteractableItem.cs b/Assets/Scripts/Item/InteractableItem.cs index f10ea55..561aa33 100644 --- a/Assets/Scripts/Item/InteractableItem.cs +++ b/Assets/Scripts/Item/InteractableItem.cs @@ -7,7 +7,7 @@ using UnityEngine.UI; [RequireComponent(typeof(Collider))] [RequireComponent(typeof(Rigidbody))] -public class InteractableItem : CarryableItem +public abstract class InteractableItem : CarryableItem { @@ -38,10 +38,9 @@ public class InteractableItem : CarryableItem target_alpha = 0; isEnabled = true; } - public void Interact() - { - - } + public abstract bool Interact(); + public abstract bool Interact(ref Inventory inventory,ref HeavyInteractableItem heavyInvent); + protected void BaseAwake() { interaction_texts = interactionCanvas.GetComponentsInChildren(); diff --git a/Assets/Scripts/Item/KeyItem.cs b/Assets/Scripts/Item/KeyItem.cs index 8b69549..c41e790 100644 --- a/Assets/Scripts/Item/KeyItem.cs +++ b/Assets/Scripts/Item/KeyItem.cs @@ -17,4 +17,13 @@ public class KeyItem : InteractableItem { } + public override bool Interact() + { + throw new System.NotImplementedException(); + } + public override bool Interact(ref Inventory inventory,ref HeavyInteractableItem heavyInvent) + { + return this.Interact(); + } + } diff --git a/Assets/Scripts/Player/PlayerInteractionHandler.cs b/Assets/Scripts/Player/PlayerInteractionHandler.cs index f8b8e7b..d9ba434 100644 --- a/Assets/Scripts/Player/PlayerInteractionHandler.cs +++ b/Assets/Scripts/Player/PlayerInteractionHandler.cs @@ -1,5 +1,6 @@ using System.Collections; using System.Collections.Generic; +using System.Linq; using System.Runtime.CompilerServices; using Unity.VisualScripting; using UnityEngine; @@ -10,6 +11,8 @@ public class PlayerInteractionHandler : MonoBehaviour private List itemsInRange= new List(); private List heavyItemsInRange = new List(); private Inventory invent; + public Inventory Inventory { get { return invent; } } + public static PlayerInteractionHandler instance; [SerializeField] private Light flashlight; [SerializeField] @@ -23,10 +26,12 @@ public class PlayerInteractionHandler : MonoBehaviour public bool IsCarrying { get { return heavyInvent !=null; } } [SerializeField] private Transform carryingPos; + // Start is called before the first frame update void Start() { + instance = this; invent = this.transform.parent.GetComponent(); initColor = flashlight3D.GetComponent().materials[materialIndex].GetColor("_BaseColor"); selMaterial = flashlight3D.GetComponent().materials[materialIndex]; @@ -39,26 +44,62 @@ public class PlayerInteractionHandler : MonoBehaviour // if(Input.GetButtonDown("Fire1")) { - if(itemsInRange.Count > 0) - { - invent.AddItem(itemsInRange[0]); - itemsInRange[0].transform.gameObject.SetActive(false); - itemsInRange.Remove(itemsInRange[0]); - } - else if(heavyItemsInRange.Count > 0) + if (!IsCarrying) { + int t_index = 0; + bool pickupFound = false; + if (itemsInRange.Count > 0) + { + while (t_index 0) + { + pickupFound = true; + heavyInvent = heavyItemsInRange[0]; - heavyInvent= heavyItemsInRange[0]; + heavyInvent.transform.parent = carryingPos; + heavyInvent.transform.localPosition = Vector3.zero; + heavyInvent.GetComponent().isKinematic = true; + heavyItemsInRange.Remove(heavyItemsInRange[0]); + heavyInvent.Disable(); + heavyInvent.DisableAll(); + } + if (!pickupFound) + { + foreach(InteractableItem item in itemsInRange) + { + if (!item.CanPickup) + { + if(!item.Interact(ref invent, ref heavyInvent)) + { + item.Interact(); + } + + } + } + } + } + else + { + heavyInvent.transform.parent = null; + heavyInvent.GetComponent().isKinematic = false; + heavyInvent.EnableAll(); + heavyInvent = null; - heavyInvent.transform.parent = carryingPos; - heavyInvent.transform.localPosition = Vector3.zero; - heavyInvent.GetComponent().isKinematic = true; - heavyItemsInRange.Remove(heavyItemsInRange[0]); - heavyInvent.Disable(); - heavyInvent.DisableAll(); - - } + } if (Input.GetButtonDown("Fire2")) { @@ -66,7 +107,7 @@ public class PlayerInteractionHandler : MonoBehaviour if (flashlight.gameObject.activeSelf) { flashlight3D.GetComponent().materials[materialIndex].SetColor("_BaseColor", initColor); - selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0)); + selMaterial.SetColor("_EmissionColor", new Color(255,255, 255, 255)); flashlight3D.gameObject.SetActive(true); } else diff --git a/Assets/Scripts/Player/PlayerMovementController.cs b/Assets/Scripts/Player/PlayerMovementController.cs index b126a8d..970be15 100644 --- a/Assets/Scripts/Player/PlayerMovementController.cs +++ b/Assets/Scripts/Player/PlayerMovementController.cs @@ -42,6 +42,7 @@ public class PlayerMovementController : MonoBehaviour movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed); //movement += transform.right * Mathf.Abs(x) * Time.deltaTime * sideSpeed; movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed; + movement += Vector3.down * 9.8f; ccontroller.Move(movement); }