f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
352 lines
11 KiB
C#
352 lines
11 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using FishNet.Connection;
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using FishNet.Object;
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namespace Player
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{
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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;
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[SerializeField] private GameObject flashlight3D;
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[SerializeField] private int materialIndex = 1;
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[SerializeField] private Transform carryingPos;
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[SerializeField] private bool useItemSelector = true;
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[SerializeField] private Item.PistolComponent pistol;
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[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
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[SerializeField] private CameraShift shift;
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public bool isDead;
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//Check if button down
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private readonly AxisIsDown fireDown = new("Fire1");
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private bool flashlightEnabled = true;
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private Item.HeavyInteractableItem heavyInvent;
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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;
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private readonly List<Item.InteractableItem> itemsInRange = new();
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[SerializeField]
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private Scriptable.GameState manager;
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private Material selMaterial;
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private Item.TempInventory tempInvent;
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public Item.Inventory Inventory => invent;
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public bool IsCarrying => heavyInvent != null;
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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()
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{
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base.OnStartClient();
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inputEnbaled = IsOwner;
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}
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// Start is called before the first frame update
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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");
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selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
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itemSelector = Item.ItemSelector.instance;
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pistol.gameObject.SetActive(GunEnabled);
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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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{
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GunEnabled = !GunEnabled;
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if (!GunEnabled)
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pistol.Disable();
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pistol.gameObject.SetActive(GunEnabled);
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if (GunEnabled)
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pistol.Enable();
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}
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// Update is called once per frame
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private void Update()
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{
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fireDown.Check();
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if (isDead)
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{
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DropHeavy();
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return;
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}
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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();
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noiseManager.ShotFired();
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tempInvent.Remove(pistol.projectileName);
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}
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}
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else
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{
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if (!IsCarrying)
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{
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var t_index = 0;
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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)
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{
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pickupFound = true;
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invent.AddItem(itemsInRange[t_index]);
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itemsInRange[0].transform.gameObject.SetActive(false);
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itemsInRange.Remove(itemsInRange[t_index]);
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}
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}
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else if (heavyItemsInRange.Count > 0)
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{
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pickupFound = true;
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heavyInvent = heavyItemsInRange[0];
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heavyInvent.transform.parent = carryingPos;
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heavyInvent.transform.localPosition = Vector3.zero;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
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heavyItemsInRange.Remove(heavyItemsInRange[0]);
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heavyInvent.Disable();
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heavyInvent.DisableAll();
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}
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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))
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item.Interact();
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else if (item is Item.HeavyItemReceiver)
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if (heavyInvent != null)
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{
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heavyInvent.transform.parent = carryingPos;
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heavyInvent.transform.localPosition = Vector3.zero;
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heavyInvent.transform.localEulerAngles = Vector3.zero;
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heavyItemsInRange.Remove(heavyInvent);
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heavyInvent.GetComponent<Rigidbody>().constraints =
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RigidbodyConstraints.FreezeRotation;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
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heavyInvent.Disable();
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heavyInvent.DisableAll();
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}
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}
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}
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else
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{
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int refIndex;
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if (itemsInRange.Count > 0 && receiverInRange(out refIndex))
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{
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((Item.HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
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heavyInvent = null;
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}
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else
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{
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DropHeavy();
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}
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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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{
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if (!flashlight.gameObject.activeSelf)
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EnableFlashlight();
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else
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DisableFlashlight();
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}
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else
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{
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pistol.LightToggle();
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}
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}
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if (Input.GetButtonDown("Fire3")&&inputEnbaled)
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if (!IsCarrying)
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{
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SwitchWeaponMode();
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if (false) {
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GunEnabled = !GunEnabled;
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if (!GunEnabled)
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pistol.Disable();
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pistol.gameObject.SetActive(GunEnabled);
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if (GunEnabled)
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pistol.Enable();
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}
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}
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if (GunEnabled)
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{
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DisableFlashlight();
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var aimAxis = Input.GetAxis("Aim");
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if (aimAxis > 0.5f)
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pistol.aimMode = Item.PistolComponent.AimMode.CAMERA;
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else
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pistol.aimMode = Item.PistolComponent.AimMode.MODIFIED;
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}
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if(!inputEnbaled)
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shift.SetCenter(!GunEnabled);
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}
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private void OnTriggerEnter(Collider other)
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{
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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>();
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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();
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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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{
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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>();
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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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}
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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)
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{
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var i = 0;
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foreach (var item in itemsInRange)
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{
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if (item is Item.HeavyItemReceiver)
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{
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index = i;
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return true;
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}
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i++;
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}
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index = -1;
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return false;
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}
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private void DropHeavy()
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{
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if (heavyInvent != null)
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{
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heavyInvent.transform.parent = null;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
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heavyInvent.EnableAll();
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heavyInvent = null;
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}
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}
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public void EnableFlashlight()
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{
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flashlight.gameObject.SetActive(true);
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flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor);
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selMaterial.SetColor("_EmissionColor", new Color(255, 255, 255, 255));
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flashlight3D.gameObject.SetActive(true);
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flashlightEnabled = true;
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}
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public void DisableFlashlight()
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{
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flashlight.gameObject.SetActive(false);
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flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0));
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selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0));
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flashlight3D.gameObject.SetActive(false);
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flashlightEnabled = false;
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}
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}
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internal class AxisIsDown
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{
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private float axis;
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private readonly string axisName;
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private bool down;
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private bool isDown;
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private bool pIsDown;
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public AxisIsDown(string axisName)
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{
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this.axisName = axisName;
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}
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public void Check()
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{
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axis = Input.GetAxis(axisName);
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isDown = axis > 0.5f;
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if (isDown != pIsDown && isDown)
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down = true;
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else
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down = false;
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pIsDown = isDown;
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}
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public bool IsDown()
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{
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return down;
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}
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}
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} |