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