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station_obscurum_unity/Assets/Scripts/Legacy/Player/PlayerInteractionHandler.cs
MarcoHampel f8590432ba Assemblies Made and Refactored Code Folders
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
2023-09-11 19:39:27 -04:00

352 lines
11 KiB
C#

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<Item.HeavyInteractableItem> heavyItemsInRange = new();
private Color initColor;
private Item.Inventory invent;
private Item.ItemSelector itemSelector;
private readonly List<Item.InteractableItem> 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<Item.Inventory>();
//TEMP FIELD
tempInvent = transform.parent.GetComponent<Item.TempInventory>();
initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
itemSelector = Item.ItemSelector.instance;
pistol.gameObject.SetActive(GunEnabled);
flashlightEnabled = flashlight.gameObject.activeSelf;
shift = GameObject.Find("CameraHidden").GetComponent<CameraShift>();
}
[ObserversRpc]
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)
{
print("Calling RPC:Fire(). Isclient:" + IsClient);
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<Rigidbody>().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<Rigidbody>().constraints =
RigidbodyConstraints.FreezeRotation;
heavyInvent.GetComponent<Rigidbody>().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();
if (false) {
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<Item.InteractableItem>() != null)
{
var item = other.gameObject.GetComponent<Item.InteractableItem>();
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<Item.InteractableItem>() != null)
{
var item = other.gameObject.GetComponent<Item.InteractableItem>();
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<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;
}
}
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;
}
}
}