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station_obscurum_unity/Assets/Scripts/Player/PlayerInteractionHandler.cs

357 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Xml;
using Unity.VisualScripting;
using Unity.VisualScripting.FullSerializer;
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;
private TempInventory tempInvent;
public Inventory Inventory { get { return invent; } }
public static PlayerInteractionHandler instance;
[SerializeField]
private Light flashlight;
[SerializeField]
private GameObject flashlight3D;
private bool flashlightEnabled = true;
[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;
[SerializeField]
private Transform carryingPos;
public Transform CarryingPos { get { return this.carryingPos; } }
private ItemSelector itemSelector;
[SerializeField]
private bool useItemSelector = true;
[SerializeField]
private PistolComponent pistol;
[SerializeField]
private NoiseVisibilitySettingsManager noiseManager;
private InGameManager manager;
[SerializeField]
private CameraShift shift;
public bool isDead = false;
//Check if button down
private AxisIsDown fireDown = new AxisIsDown("Fire1");
// Start is called before the first frame update
void Start()
{
instance = this;
invent = this.transform.parent.GetComponent<Inventory>();
//TEMP FIELD
tempInvent = this.transform.parent.GetComponent<TempInventory>();
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;
manager = GameObject.FindObjectOfType<InGameManager>();
}
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;
}
private void DropHeavy()
{
if (heavyInvent != null)
{
heavyInvent.transform.parent = null;
heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
heavyInvent.EnableAll();
heavyInvent = null;
}
}
// Update is called once per frame
void Update()
{
fireDown.Check();
if (this.isDead)
{
DropHeavy();
return;
}
if (manager.IsPaused||isDead)
{
return;
}
if(Input.GetButtonDown("Fire1")||fireDown.IsDown())
{
if (this.GunEnabled)
{
if (tempInvent.GetQuantityOf(this.pistol.projectileName) > 0)
{
this.pistol.Fire();
this.noiseManager.ShotFired();
tempInvent.Remove(this.pistol.projectileName);
}
}
else
{
if (!IsCarrying)
{
int t_index = 0;
bool 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<Rigidbody>().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 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();
}
}
}
}
}
}
else
{
int refIndex;
if (itemsInRange.Count > 0&&receiverInRange(out refIndex)) {
((HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref this.invent, ref heavyInvent);
heavyInvent = null;
}
else
{
this.DropHeavy();
}
}
}
}
if (Input.GetButtonDown("Fire2"))
{
//print(this.GunEnabled);
if (!this.GunEnabled)
{
if (!flashlight.gameObject.activeSelf)
{
EnableFlashlight();
}
else
{
DisableFlashlight();
}
}
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();
}
}
if (this.GunEnabled)
{
this.DisableFlashlight();
float aimAxis = Input.GetAxis("Aim");
}
else
{
}
shift.SetCenter(!this.GunEnabled);
}
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);
this.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);
this.flashlightEnabled = false;
}
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.GetComponent<InteractableItem>() != null)
{
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);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.GetComponent<InteractableItem>() != null)
{
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);
}
}
}
}
class AxisIsDown
{
private string axisName;
private bool isDown = false;
private bool pIsDown = false;
private float axis;
private bool down = false;
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 this.down;
}
public AxisIsDown(string axisName)
{
this.axisName = axisName;
}
}