mirror of
https://github.com/nothke/quality-control.git
synced 2024-12-23 08:17:29 +00:00
579 lines
17 KiB
C#
579 lines
17 KiB
C#
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using System.Collections.Generic;
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using Nothke.Interaction.Integration;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Nothke.Interaction.Items
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{
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public class Hands : MonoBehaviour, IHands
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{
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#region Inspector variables
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public Transform hand;
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public Vector3 handAimPos = new Vector3(0, 0, 0.8f);
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public float examinationMouseSensitivity = 1;
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[Header("Smooth taking")]
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public bool smoothTake;
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public float smoothMoveFactor = 0.1f;
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public float smoothRotateRate = 10;
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[Header("Throwing")]
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public bool throwFromCenter = true;
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public float throwUpFactor = 0.2f;
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public float throwAngularVelocity = 10;
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public Transform throwTransform;
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public float handNoiseGain = 1;
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[System.NonSerialized] public MonoBehaviour[] mouseLooks; // TODO: Remove
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public MonoBehaviour lockableFreeLookComponent;
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ILockableFreeLook lockableFreeLook;
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public MonoBehaviour focusEffectComponent;
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IFocusableEffect focusableEffect;
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public bool nicePlacement;
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public bool disableShadowsOnTakenObjects = true;
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#endregion
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#region Public properties
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public bool isFixed { get; set; }
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[System.NonSerialized] public Interactable item;
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#endregion
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#region Private variables
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const float smoothPlaceTimeLimit = 1;
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Transform itemInHands;
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Vector3 handStartPos;
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Vector3 handTargetPos;
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Quaternion handStartRot;
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Quaternion handTargetRot;
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RaycastHit hit;
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Vector3 mouseSpeed;
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Vector3 handRefVelo;
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#if FOV
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float originalFoV;
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float FoVRefVelo;
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#endif
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Interactable IHands.item => item;
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public InteractionController controller { get; set; }
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Vector3 placeTLocalPos;
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Quaternion placeTLocalRot;
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Vector3 placeHandOffset;
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Quaternion placeHandRotation;
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Transform placeT;
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bool placing;
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bool placingIsNice;
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float placeStartTime;
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Transform handParent;
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#endregion
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#region Public methods
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public void Take(ITakeable _item)
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{
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if (itemInHands) return;
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item = _item as Interactable;
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if (_item.Rigidbody)
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_item.Rigidbody.isKinematic = true;
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var itemT = _item.Transform;
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Vector3 targetHoldPos = Vector3.zero;
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Quaternion targetHoldRot = Quaternion.identity;
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if (item is ICustomHoldPivot)
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(item as ICustomHoldPivot).GetHoldPivot(out targetHoldPos, out targetHoldRot);
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if (smoothTake)
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{
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hand.transform.SetPositionAndRotation(
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itemT.TransformPoint(targetHoldPos),
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itemT.rotation * targetHoldRot);
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}
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itemT.parent = hand;
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if (!smoothTake)
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{
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itemT.localPosition = -targetHoldPos;
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itemT.localRotation = Quaternion.Inverse(targetHoldRot);
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}
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if (disableShadowsOnTakenObjects)
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EnableShadowcasting(item, true);
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itemInHands = _item.Transform;
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_item.OnTaken(this);
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}
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public void Drop()
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{
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if (!itemInHands) return;
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var droppable = item as IDroppable;
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if (droppable == null) Debug.LogError("Attempting to drop undroppable item");
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Debug.Assert(droppable != null, "Droppable is null");
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//Debug.Assert(droppable.Rigidbody != null, "Item rigidbody is null");
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if (droppable.Rigidbody)
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droppable.Rigidbody.isKinematic = false;
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itemInHands.parent = null;
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if (disableShadowsOnTakenObjects)
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EnableShadowcasting(item, true);
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Debug.Log($"Dropped {item.name}");
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itemInHands = null;
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item = null;
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}
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public void DropFixed()
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{
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if (!itemInHands) return;
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itemInHands.parent = null;
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if (disableShadowsOnTakenObjects)
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EnableShadowcasting(item, true);
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Debug.Log($"Dropped fixed {item.name}");
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if (item is IDroppable droppable)
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droppable.OnDropped(this);
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itemInHands = null;
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item = null;
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}
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void EnableShadowcasting(Interactable item, bool enable)
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{
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Renderer[] renderers = item.transform.GetComponentsInChildren<Renderer>(); // alloc!
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for (int i = 0; i < renderers.Length; i++)
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renderers[i].shadowCastingMode =
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enable ?
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UnityEngine.Rendering.ShadowCastingMode.On :
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UnityEngine.Rendering.ShadowCastingMode.Off;
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}
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IItemReceivable placingIntoSlot;
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public void Place(Vector3 position, Quaternion rotation, Transform relativeParent, IItemReceivable intoSlot = null)
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{
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placeT = relativeParent;
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placeTLocalPos = position;
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placeTLocalRot = rotation;
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placing = true;
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if (item is ICustomHoldPivot)
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(item as ICustomHoldPivot).GetHoldPivot(out placeHandOffset, out placeHandRotation);
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else
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{
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placeHandOffset = Vector3.zero;
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placeHandRotation = Quaternion.identity;
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}
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if (item is INicePlaceable placeable)
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placeable.OnStartedPlacing(this);
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else if (item is ISlottable slottable)
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slottable.OnStartedPlacing(this);
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placingIsNice = placeT == null;
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placingIntoSlot = intoSlot;
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// TODO: Add movement velocity to smoothing speed
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placeStartTime = Time.time;
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hand.parent = null;
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}
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public void OverrideHandPositionAndRotation(Vector3 pos, Quaternion rot)
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{
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handTargetPos = pos;
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handTargetRot = rot;
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}
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public void SetHandVelocity(Vector3 velo)
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{
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handRefVelo = velo;
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}
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public void ResetOffset()
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{
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handTargetPos = handStartPos;
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handTargetRot = handStartRot;
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}
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#endregion
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void Awake()
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{
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if (hand == null)
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hand = transform;
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handStartPos = hand.transform.localPosition;
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handTargetPos = handStartPos;
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handStartRot = hand.transform.localRotation;
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handTargetRot = handStartRot;
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if (lockableFreeLookComponent)
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{
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lockableFreeLook = lockableFreeLookComponent.GetComponent<ILockableFreeLook>();
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if (lockableFreeLook != null)
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Debug.Log("Found lockable free look on GameObject");
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}
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if (focusEffectComponent)
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{
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focusableEffect = focusEffectComponent.GetComponent<IFocusableEffect>();
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if (focusableEffect != null)
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Debug.Log("Found focusable effect on GameObject");
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}
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handParent = hand.parent;
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}
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#region Update
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private void Update()
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{
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UpdatePosition();
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}
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public void UpdatePosition()
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{
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// sanity check
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if (item == null)
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if (placing)
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{
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this.EndPlacing();
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}
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float dt = Time.deltaTime;
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mouseSpeed = new Vector3(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"), 0);
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Vector3 targetPos = handTargetPos;
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if (item is IOverrideHandPositon ohp)
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{
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targetPos = ohp.HandPosition;
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}
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if (item is IOffsetHandPosition offhp)
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{
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targetPos += offhp.HandPositionOffset;
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}
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float lrRot = (-0.5f + Mathf.PerlinNoise(Time.time * 3.34f, 0.234f)) * 5 * handNoiseGain;
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float udRot = (-0.5f + Mathf.PerlinNoise(Time.time * 3.34f, 34.783f)) * 5 * handNoiseGain;
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Quaternion targetRot = handTargetRot * Quaternion.Euler(lrRot, udRot, 0);
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if (placing)
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{
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// Get hold pivot offset and rotation
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Vector3 holdPos = Vector3.zero;
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Quaternion holdRot = Quaternion.identity;
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if (item is ICustomHoldPivot chp)
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{
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chp.GetHoldPivot(out holdPos, out holdRot);
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float slotScale = placeT ? 1.0f / placeT.lossyScale.x : 1;
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holdPos = holdPos * item.transform.lossyScale.x * slotScale;
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}
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Vector3 placeWorldPos;
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Quaternion placeWorldRot;
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if (!placeT) // calcaulte in world space
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{
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Matrix4x4 worldLocationMatrix = Matrix4x4.TRS(placeTLocalPos, placeTLocalRot, Vector3.one);
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Matrix4x4 handPivotMatrix = Matrix4x4.TRS(holdPos, holdRot, Vector3.one);
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Vector3 posOff = worldLocationMatrix * holdPos;
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//var mat = handPivotMatrix * worldLocationMatrix;
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placeWorldPos = placeTLocalPos + (Vector3)(worldLocationMatrix * holdPos);
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placeWorldRot = placeTLocalRot * holdRot;
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//placeWorldRot = mat.rotation;
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}
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else // if placeT, calculate in local space of target object
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{
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placeWorldPos = placeT.TransformPoint(placeTLocalPos + holdPos);
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placeWorldRot = placeT.rotation * placeTLocalRot * holdRot;
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}
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// Calculate targets in world space
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targetPos = placeWorldPos;
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targetRot = placeWorldRot;
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bool isCloseToTarget = Vector3.Distance(hand.position, targetPos) < 0.02f;
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bool isAngleCloseToTarget = Quaternion.Angle(hand.rotation, targetRot) < 1;
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bool isSafetyTimeout = Time.time - placeStartTime > smoothPlaceTimeLimit;
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// END PLACING
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if ((isCloseToTarget && isAngleCloseToTarget) || isSafetyTimeout)
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{
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EndPlacing();
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return;
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}
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}
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// Assign hand position and rotation:
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if (placing) // while placing is happening, lerping is in world space, otherwise it should be in localspace
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{
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hand.position = Vector3.SmoothDamp(hand.position, targetPos, ref handRefVelo, smoothMoveFactor);
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hand.rotation = Quaternion.Slerp(hand.rotation, targetRot, dt * smoothRotateRate);
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}
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else
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{
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hand.localPosition = Vector3.SmoothDamp(hand.localPosition, targetPos, ref handRefVelo, smoothMoveFactor);
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hand.localRotation = Quaternion.Slerp(hand.localRotation, targetRot, dt * smoothRotateRate);
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}
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if (examining)
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{
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if (itemInHands)
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{
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float x = mouseSpeed.x * examinationMouseSensitivity;
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float y = mouseSpeed.y * examinationMouseSensitivity;
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IExaminable examinable = item as IExaminable;
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if (examinable != null)
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{
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if (examinable.HorizontalAngle > 0)
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hand.Rotate(hand.transform.parent.up, x, Space.World);
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if (examinable.VerticalAngle > 0)
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hand.Rotate(hand.transform.parent.right, y, Space.World);
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}
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}
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}
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}
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void EndPlacing()
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{
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placing = false;
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// Temp, make it get velocity from target:
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handRefVelo = Vector3.zero;
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var _item = itemInHands;
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if (_item != null)
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{
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DropFixed();
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_item.parent = placeT;
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_item.localPosition = placeTLocalPos;
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_item.localRotation = placeTLocalRot;
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}
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else Debug.LogError("Ending placement but item was null! This shouldn't happen");
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if (placingIsNice && _item.GetComponent<Interactable>() is INicePlaceable placeable)
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placeable.OnNicePlaced(this);
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//Debug.Log("Ending placeming");
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if (placingIntoSlot != null)
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Debug.Log("PLACINGINTOSLOT");
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if (placingIntoSlot != null && _item.GetComponent<ISlottable>() != null)
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placingIntoSlot.SetItemInSlot(_item.GetComponent<ISlottable>());
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placeT = null;
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placingIsNice = false;
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hand.parent = handParent;
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}
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//bool gunning = false;
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//public Transform gunningThing;
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public struct HandsInput
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{
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public bool useDown;
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public bool useUp;
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public bool examineDown;
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public bool examineUp;
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public bool throwDown;
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public bool throwUp;
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public bool dropDown;
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public bool placeDown;
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}
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HandsInput input;
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public void SetInput(HandsInput input)
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{
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this.input = input;
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}
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public void UpdateInteraction()
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{
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#region Unused
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/*
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if (input.examineDown)
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{
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if (!gunning)
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{
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gunning = true;
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OverrideHandPositionAndRotation(Vector3.forward * 0.3f, Quaternion.LookRotation(-Vector3.right + Vector3.forward * 0.4f));
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GetComponent<InteractionController>().SetRayMode(true);
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}
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else
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{
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gunning = false;
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ResetOffset();
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GetComponent<InteractionController>().SetRayMode(false);
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}
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}
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gunningThing.localPosition = Vector3.Lerp(gunningThing.localPosition, !gunning ? Vector3.down : Vector3.zero, Time.deltaTime * 10);
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*/
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// RMB
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|||
|
/*
|
|||
|
if (input.useDown)
|
|||
|
{
|
|||
|
if (item is ISecondaryUsable usable)
|
|||
|
{
|
|||
|
usable.UseSecondary();
|
|||
|
|
|||
|
if (usable.AllowExamination)
|
|||
|
StartAim();
|
|||
|
}
|
|||
|
else if (item is IExaminable examinable)
|
|||
|
{
|
|||
|
StartAim();
|
|||
|
}
|
|||
|
}*/
|
|||
|
#endregion
|
|||
|
|
|||
|
if (placing)
|
|||
|
return;
|
|||
|
|
|||
|
// RMB up
|
|||
|
if (input.examineUp)
|
|||
|
{
|
|||
|
EndAim();
|
|||
|
}
|
|||
|
if (input.useDown)
|
|||
|
{
|
|||
|
if (item is IUsable usable)
|
|||
|
usable.Use();
|
|||
|
}
|
|||
|
|
|||
|
if (input.useUp && item is IHoldUsable holdUsable)
|
|||
|
{
|
|||
|
holdUsable.UseEnd();
|
|||
|
}
|
|||
|
|
|||
|
if (Input.mouseScrollDelta.y != 0)
|
|||
|
{
|
|||
|
if (item is IScrollableInHand scrollable)
|
|||
|
scrollable.ScrollInHand(Input.mouseScrollDelta.y);
|
|||
|
}
|
|||
|
|
|||
|
if (input.dropDown && item is IDroppable)
|
|||
|
{
|
|||
|
IDroppable droppable = item as IDroppable;
|
|||
|
droppable.OnDropped(this);
|
|||
|
|
|||
|
if (!droppable.DelayDrop)
|
|||
|
Drop();
|
|||
|
}
|
|||
|
|
|||
|
if (input.throwDown && item is IThrowable)
|
|||
|
{
|
|||
|
IThrowable throwable = item as IThrowable;
|
|||
|
|
|||
|
if (throwFromCenter)
|
|||
|
{
|
|||
|
hand.localPosition = new Vector3(0, 0, hand.localPosition.z);
|
|||
|
|
|||
|
if (throwTransform)
|
|||
|
hand.position = throwTransform.position;
|
|||
|
}
|
|||
|
|
|||
|
Drop();
|
|||
|
throwable.OnDropped(this);
|
|||
|
|
|||
|
Vector3 throwFrw = throwTransform ? throwTransform.forward : transform.forward;
|
|||
|
|
|||
|
float throwSpeed = throwable.minThrowAcceleration;
|
|||
|
Vector3 force = throwFrw * throwSpeed + Vector3.up * throwUpFactor;
|
|||
|
|
|||
|
throwable.Rigidbody.AddForce(force, ForceMode.VelocityChange);
|
|||
|
throwable.Rigidbody.AddTorque(transform.forward * throwAngularVelocity, ForceMode.VelocityChange);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Aiming
|
|||
|
|
|||
|
bool examining;
|
|||
|
|
|||
|
void StartAim()
|
|||
|
{
|
|||
|
examining = true;
|
|||
|
|
|||
|
if (item && item is ICustomExaminePosition cep)
|
|||
|
handTargetPos = cep.ExaminePosition;
|
|||
|
else
|
|||
|
handTargetPos = handAimPos;
|
|||
|
|
|||
|
handTargetRot = Quaternion.identity;
|
|||
|
|
|||
|
LockFreeLook(true);
|
|||
|
focusableEffect?.FocusEffect(true, handTargetPos.z);
|
|||
|
}
|
|||
|
|
|||
|
void EndAim()
|
|||
|
{
|
|||
|
examining = false;
|
|||
|
|
|||
|
if (item && item is ICustomHandPosition chp)
|
|||
|
handTargetPos = chp.HandsOffset;
|
|||
|
else
|
|||
|
handTargetPos = handStartPos;
|
|||
|
|
|||
|
handTargetRot = handStartRot;
|
|||
|
|
|||
|
LockFreeLook(false);
|
|||
|
focusableEffect?.FocusEffect(false, 1000);
|
|||
|
}
|
|||
|
|
|||
|
public void LockFreeLook(bool b)
|
|||
|
{
|
|||
|
if (mouseLooks != null)
|
|||
|
for (int i = 0; i < mouseLooks.Length; i++)
|
|||
|
mouseLooks[i].enabled = !b;
|
|||
|
|
|||
|
lockableFreeLook?.LockFreeLook(b);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|