296 lines
9.8 KiB
C#
296 lines
9.8 KiB
C#
using UnityEngine;
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using UHFPS.Tools;
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using UHFPS.Scriptable;
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using Newtonsoft.Json.Linq;
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namespace UHFPS.Runtime
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{
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public abstract class PlayerItemBehaviour : MonoBehaviour, ISaveableCustom
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{
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private Animator animator;
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private PlayerManager playerManager;
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private PlayerStateMachine playerStateMachine;
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private LookController lookController;
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private ExamineController examineController;
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private MotionController motionController;
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private Vector3 wallHitVel;
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private Transform motionTransform;
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private Quaternion defaultMotionRot;
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private Vector3 defaultMotionPos;
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public bool EnableWallDetection = true;
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public bool EnableMotionPreset = true;
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public bool EnableExternalMotion = true;
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// wall detection
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public LayerMask WallHitMask;
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public float WallHitRayDistance = 0.5f;
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public float WallHitRayRadius = 0.3f;
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public float WallHitAmount = 1f;
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public float WallHitTime = 0.2f;
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public Vector3 WallHitRayOffset;
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public bool ShowRayGizmos = true;
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// item motion
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public MotionBlender MotionBlender = new();
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public MotionPreset MotionPreset;
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// external motions
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public ExternalMotions ExternalMotions = new();
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/// <summary>
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/// The pivot point of the item object that will be used for the motion preset effects.
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/// </summary>
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[field: SerializeField]
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public Transform MotionPivot { get; set; }
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/// <summary>
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/// The object of the item which will be enabled or disabled, usually a child object.
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/// </summary>
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[field: SerializeField]
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public GameObject ItemObject { get; set; }
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/// <summary>
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/// Animator component of the Item Object.
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/// </summary>
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public Animator Animator
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{
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get
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{
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if(animator == null)
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animator = ItemObject.GetComponentInChildren<Animator>();
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return animator;
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}
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}
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/// <summary>
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/// PlayerManager component.
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/// </summary>
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public PlayerManager PlayerManager
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{
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get
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{
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if (playerManager == null)
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playerManager = GetComponentInParent<PlayerManager>();
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return playerManager;
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}
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}
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/// <summary>
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/// PlayerStateMachine component.
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/// </summary>
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public PlayerStateMachine PlayerStateMachine
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{
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get
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{
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if (playerStateMachine == null)
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playerStateMachine = PlayerManager.GetComponent<PlayerStateMachine>();
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return playerStateMachine;
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}
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}
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/// <summary>
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/// LookController component.
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/// </summary>
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public LookController LookController
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{
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get
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{
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if (lookController == null)
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lookController = PlayerManager.GetComponentInChildren<LookController>();
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return lookController;
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}
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}
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/// <summary>
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/// ExamineController component.
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/// </summary>
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public ExamineController ExamineController
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{
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get
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{
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if (examineController == null)
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examineController = PlayerManager.GetComponentInChildren<ExamineController>();
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return examineController;
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}
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}
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/// <summary>
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/// MotionController component.
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/// </summary>
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public MotionController CameraMotions
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{
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get
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{
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if (motionController == null)
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motionController = PlayerManager.GetComponentInChildren<MotionController>();
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return motionController;
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}
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}
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/// <summary>
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/// PlayerItemsManager component.
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/// </summary>
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public PlayerItemsManager PlayerItems
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{
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get => PlayerManager.PlayerItems;
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}
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/// <summary>
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/// Check if the item is interactive. False, for example when the inventory is opened, object is dragged etc.
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/// </summary>
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public bool CanInteract => PlayerItems.CanInteract;
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/// <summary>
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/// The name of the item that will be displayed in the list.
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/// </summary>
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public virtual string Name => "Item";
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/// <summary>
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/// Check whether the item can be switched.
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/// </summary>
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public virtual bool IsBusy() => false;
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/// <summary>
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/// Check whether the item is equipped.
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/// </summary>
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public virtual bool IsEquipped() => ItemObject.activeSelf;
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/// <summary>
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/// Check whether the item can be combined in inventory.
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/// </summary>
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public virtual bool CanCombine() => false;
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public virtual void Start()
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{
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if (EnableMotionPreset && MotionPreset != null)
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{
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motionTransform = MotionPivot != null ? MotionPivot : CameraMotions.HandsMotionTransform;
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defaultMotionRot = motionTransform.localRotation;
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defaultMotionPos = motionTransform.localPosition;
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MotionBlender.Init(MotionPreset, motionTransform, PlayerStateMachine);
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}
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if (EnableExternalMotion)
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ExternalMotions.Init(CameraMotions);
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}
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public virtual void OnDestroy()
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{
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if (EnableMotionPreset && MotionPreset != null && MotionBlender != null)
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MotionBlender.Dispose();
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}
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private void Update()
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{
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if (IsEquipped())
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{
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if (EnableWallDetection)
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{
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Vector3 forward = PlayerItems.transform.forward;
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Vector3 origin = PlayerItems.transform.TransformPoint(WallHitRayOffset);
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if (Physics.SphereCast(origin, WallHitRayRadius, forward, out RaycastHit hit, WallHitRayDistance, WallHitMask))
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OnItemBlocked(hit.distance, true);
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else
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OnItemBlocked(0f, false);
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}
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if (EnableMotionPreset && MotionPreset != null && motionTransform != null)
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{
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MotionBlender.BlendMotions(Time.deltaTime, out var position, out var rotation);
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Vector3 newPosition = defaultMotionPos + position;
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Quaternion newRotation = defaultMotionRot * rotation;
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motionTransform.SetLocalPositionAndRotation(newPosition, newRotation);
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}
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}
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OnUpdate();
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}
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/// <summary>
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/// Apply an external camera motion effect, such as an wobble or impact.
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/// </summary>
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public void ApplyEffect(string eventID)
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{
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if (!EnableExternalMotion || ExternalMotions == null)
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return;
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ExternalMotions.ApplyEffect(eventID);
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}
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/// <summary>
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/// Will be called when the ray going from the camera hits the wall to prevent the player item from being clipped.
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/// </summary>
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public virtual void OnItemBlocked(float hitDistance, bool blocked)
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{
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float value = GameTools.Remap(0f, WallHitRayDistance, 0f, 1f, hitDistance);
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Vector3 backward = Vector3.back * WallHitAmount;
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Vector3 result = Vector3.Lerp(backward, Vector3.zero, blocked ? value : 1f);
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transform.localPosition = Vector3.SmoothDamp(transform.localPosition, result, ref wallHitVel, WallHitTime);
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}
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/// <summary>
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/// Will be called every frame like the classic Update() function.
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/// </summary>
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public virtual void OnUpdate() { }
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/// <summary>
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/// Will be called when a combinable item is combined with this inventory item.
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/// </summary>
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public virtual void OnItemCombine(InventoryItem combineItem) { }
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/// <summary>
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/// Will be called when PlayerItemsManager selects an item.
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/// </summary>
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public abstract void OnItemSelect();
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/// <summary>
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/// Will be called when PlayerItemsManager deselects an item.
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/// </summary>
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public abstract void OnItemDeselect();
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/// <summary>
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/// Will be called when PlayerItemsManager activates an item.
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/// </summary>
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public abstract void OnItemActivate();
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/// <summary>
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/// Will be called when PlayerItemsManager deactivates an item.
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/// </summary>
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public abstract void OnItemDeactivate();
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public virtual void OnDrawGizmosSelected()
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{
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bool selected = false;
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#if UNITY_EDITOR
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selected = UnityEditor.Selection.activeGameObject == gameObject;
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#endif
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if (ShowRayGizmos && EnableWallDetection && selected)
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{
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Vector3 forward = PlayerItems.transform.forward;
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Vector3 origin = PlayerItems.transform.TransformPoint(WallHitRayOffset);
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Vector3 p2 = origin + forward * WallHitRayDistance;
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Gizmos.color = Color.yellow;
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GizmosE.DrawWireCapsule(origin, p2, WallHitRayRadius);
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}
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}
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public virtual StorableCollection OnCustomSave()
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{
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return new();
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}
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public virtual void OnCustomLoad(JToken data) { }
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}
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} |