mirror of
https://github.com/nothke/quality-control.git
synced 2024-12-23 16:27:30 +00:00
342 lines
9.6 KiB
C#
342 lines
9.6 KiB
C#
|
//#define NEVER_MOUSE_RAY
|
|||
|
#define USE_FIXED_UPDATE
|
|||
|
|
|||
|
using UnityEngine;
|
|||
|
using Nothke.Interaction.Items;
|
|||
|
using Nothke.Interaction.Integration;
|
|||
|
|
|||
|
namespace Nothke.Interaction
|
|||
|
{
|
|||
|
public class InteractionController : MonoBehaviour
|
|||
|
{
|
|||
|
Transform originTransform;
|
|||
|
|
|||
|
public float interactDistance = 2;
|
|||
|
|
|||
|
public bool rayModeToggling = false;
|
|||
|
public bool mouseRay = false;
|
|||
|
|
|||
|
public MonoBehaviour lockableFreeLookComponent;
|
|||
|
ILockableFreeLook lockableFreeLook;
|
|||
|
|
|||
|
Interactable interactable;
|
|||
|
Interactable lastHovered;
|
|||
|
|
|||
|
public Interactable hovered { get; private set; }
|
|||
|
|
|||
|
public MonoBehaviour handsComponent;
|
|||
|
public IHands hands;
|
|||
|
public LayerMask raycastLayerMask = -1;
|
|||
|
|
|||
|
[HideInInspector]
|
|||
|
public Vector3 startScreenPosition;
|
|||
|
|
|||
|
[System.NonSerialized]
|
|||
|
public RaycastHit hit;
|
|||
|
[System.NonSerialized]
|
|||
|
public bool hasHit;
|
|||
|
|
|||
|
bool LMB;
|
|||
|
bool LMBup;
|
|||
|
bool rayModeToggleDown;
|
|||
|
|
|||
|
bool freezeDetection;
|
|||
|
public bool detectionFrozen => freezeDetection;
|
|||
|
|
|||
|
bool isDetached;
|
|||
|
bool wasMouseRayBeforeTemp;
|
|||
|
|
|||
|
public delegate void HoverAction(Interactable interactable);
|
|||
|
public event HoverAction OnHover;
|
|||
|
public delegate void DehoverAction();
|
|||
|
public event DehoverAction OnDehover;
|
|||
|
public delegate void RayModeChangeAction(bool enable);
|
|||
|
public event RayModeChangeAction OnRayModeChange;
|
|||
|
|
|||
|
public bool debug;
|
|||
|
|
|||
|
Camera cam;
|
|||
|
|
|||
|
protected Ray interactionRay;
|
|||
|
|
|||
|
private void Awake()
|
|||
|
{
|
|||
|
if (handsComponent)
|
|||
|
{
|
|||
|
hands = handsComponent.GetComponent<IHands>();
|
|||
|
hands.controller = this;
|
|||
|
Debug.Assert(hands != null, "Assigned component doesn't implement IHands");
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
hands = GetComponent<IHands>();
|
|||
|
if (hands != null)
|
|||
|
hands.controller = this;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void Start()
|
|||
|
{
|
|||
|
cam = Camera.main;
|
|||
|
|
|||
|
if (lockableFreeLookComponent)
|
|||
|
{
|
|||
|
lockableFreeLook = lockableFreeLookComponent.GetComponent<ILockableFreeLook>();
|
|||
|
|
|||
|
if (lockableFreeLook == null)
|
|||
|
Debug.Log("ILockableFreeLook not found on assigned component", lockableFreeLookComponent);
|
|||
|
}
|
|||
|
|
|||
|
originTransform = transform;
|
|||
|
|
|||
|
Dehover();
|
|||
|
|
|||
|
SetRayMode(mouseRay);
|
|||
|
}
|
|||
|
|
|||
|
public void SetTempRayOrigin(Transform t)
|
|||
|
{
|
|||
|
originTransform = t;
|
|||
|
}
|
|||
|
|
|||
|
public void ResetTempRayOrigin()
|
|||
|
{
|
|||
|
originTransform = transform;
|
|||
|
}
|
|||
|
|
|||
|
public void SetInput(bool interactDown, bool interactUp, bool rayModeChangeDown)
|
|||
|
{
|
|||
|
LMB = interactDown;
|
|||
|
LMBup = interactUp;
|
|||
|
this.rayModeToggleDown = rayModeChangeDown;
|
|||
|
}
|
|||
|
|
|||
|
public void UpdateRaycast()
|
|||
|
{
|
|||
|
if (mouseRay)
|
|||
|
interactionRay = cam.ScreenPointToRay(Input.mousePosition);
|
|||
|
else
|
|||
|
interactionRay = new Ray(originTransform.position, originTransform.forward);
|
|||
|
|
|||
|
hovered = null;
|
|||
|
|
|||
|
// DETECTION - Raycast
|
|||
|
if (!freezeDetection)
|
|||
|
{
|
|||
|
GameObject hito = GetInteractingObject();
|
|||
|
|
|||
|
if (hito)
|
|||
|
{
|
|||
|
hasHit = true;
|
|||
|
|
|||
|
hovered = hito.GetComponentInParent<Interactable>();
|
|||
|
|
|||
|
// Prevent interaction with items that don't want to be interacted with
|
|||
|
// unless holding a certain item
|
|||
|
if (hovered is IItemInHandsInteractionDependable)
|
|||
|
{
|
|||
|
if (hands == null)
|
|||
|
hovered = null;
|
|||
|
else
|
|||
|
if (!(hovered as IItemInHandsInteractionDependable).IsInteractableIfHolding(hands.item))
|
|||
|
hovered = null;
|
|||
|
}
|
|||
|
|
|||
|
// Prevent interaction if item in hands prevents interaction
|
|||
|
if (hands != null && hands.item && hands.item is IEnvironmentInteractionPreventable eip)
|
|||
|
{
|
|||
|
if (!eip.EnvironmentInteractionIsAllowed)
|
|||
|
hovered = null;
|
|||
|
}
|
|||
|
|
|||
|
#pragma warning disable CS0618 // Type or member is obsolete
|
|||
|
if (hovered is ISelectiveInteractable)
|
|||
|
{
|
|||
|
if (!(hovered as ISelectiveInteractable).CanInteract)
|
|||
|
hovered = null;
|
|||
|
}
|
|||
|
#pragma warning restore CS0618 // Type or member is obsolete
|
|||
|
|
|||
|
if (hovered is ICanInteract)
|
|||
|
{
|
|||
|
if (!(hovered as ICanInteract).CanInteract(this))
|
|||
|
hovered = null;
|
|||
|
}
|
|||
|
|
|||
|
if (hovered != lastHovered && hovered != null)
|
|||
|
Hover(hovered);
|
|||
|
}
|
|||
|
else hasHit = false;
|
|||
|
|
|||
|
if (hovered != lastHovered && hovered == null)
|
|||
|
Dehover();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Override this to provide a custom raycaster for example. You can get the default provided ray from interactionRay.
|
|||
|
/// </summary>
|
|||
|
protected virtual GameObject GetInteractingObject()
|
|||
|
{
|
|||
|
if (Physics.Raycast(interactionRay, out hit, interactDistance, raycastLayerMask))
|
|||
|
return hit.collider.gameObject;
|
|||
|
else return null;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Call this after you set input. Should be called in Update()
|
|||
|
/// </summary>
|
|||
|
public void UpdateInput()
|
|||
|
{
|
|||
|
// On click
|
|||
|
bool interactedThisFrame = false;
|
|||
|
if (hovered && LMB)
|
|||
|
{
|
|||
|
interactable = hovered;
|
|||
|
|
|||
|
if (hands != null && interactable is ITakeable)
|
|||
|
{
|
|||
|
if (interactable is ISelectiveTakeable)
|
|||
|
{
|
|||
|
if ((interactable as ISelectiveTakeable).CanBeTaken())
|
|||
|
hands.Take(interactable as ITakeable);
|
|||
|
}
|
|||
|
else
|
|||
|
hands.Take(interactable as ITakeable);
|
|||
|
}
|
|||
|
|
|||
|
interactable.Use(this);
|
|||
|
interactable.StartHold();
|
|||
|
interactedThisFrame = true;
|
|||
|
|
|||
|
startScreenPosition = Input.mousePosition;
|
|||
|
}
|
|||
|
|
|||
|
// On scroll
|
|||
|
if (hovered && hovered is IScrollInteractable scrollInteractable)
|
|||
|
{
|
|||
|
float scroll = Input.mouseScrollDelta.y;
|
|||
|
|
|||
|
if (scroll != 0)
|
|||
|
scrollInteractable.Scroll(this, scroll);
|
|||
|
}
|
|||
|
|
|||
|
// On release
|
|||
|
if (interactable && LMBup)
|
|||
|
{
|
|||
|
interactable.EndHold();
|
|||
|
interactable = null;
|
|||
|
}
|
|||
|
|
|||
|
lastHovered = hovered;
|
|||
|
|
|||
|
LMB = false;
|
|||
|
LMBup = false;
|
|||
|
|
|||
|
if (!interactedThisFrame && hands != null)
|
|||
|
hands.UpdateInteraction();
|
|||
|
}
|
|||
|
|
|||
|
public void Recast()
|
|||
|
{
|
|||
|
hovered = null;
|
|||
|
}
|
|||
|
|
|||
|
void ToggleRayMode()
|
|||
|
{
|
|||
|
mouseRay = !mouseRay;
|
|||
|
|
|||
|
SetRayMode(mouseRay);
|
|||
|
}
|
|||
|
|
|||
|
public void FreezeDetection()
|
|||
|
{
|
|||
|
freezeDetection = true;
|
|||
|
hovered = null;
|
|||
|
}
|
|||
|
|
|||
|
public void UnfreezeDetection()
|
|||
|
{
|
|||
|
freezeDetection = false;
|
|||
|
Dehover();
|
|||
|
Recast();
|
|||
|
}
|
|||
|
|
|||
|
public void SetTempMouseRay(bool tempMouse)
|
|||
|
{
|
|||
|
if (tempMouse)
|
|||
|
{
|
|||
|
wasMouseRayBeforeTemp = mouseRay;
|
|||
|
SetRayMode(true);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if (!wasMouseRayBeforeTemp)
|
|||
|
{
|
|||
|
SetRayMode(false);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void SetRayMode(bool isMouse)
|
|||
|
{
|
|||
|
mouseRay = isMouse;
|
|||
|
|
|||
|
#if !NEVER_MOUSE_RAY
|
|||
|
if (mouseRay)
|
|||
|
{
|
|||
|
Cursor.lockState = CursorLockMode.None;
|
|||
|
|
|||
|
// TODO: if windows
|
|||
|
//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(10, 10);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Cursor.lockState = CursorLockMode.Locked;
|
|||
|
//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(Screen.width / 2, Screen.height / 2);
|
|||
|
}
|
|||
|
#endif
|
|||
|
|
|||
|
if (lockableFreeLook != null)
|
|||
|
lockableFreeLook.LockFreeLook(mouseRay);
|
|||
|
else
|
|||
|
Debug.LogWarning("No freelook lockable");
|
|||
|
|
|||
|
OnRayModeChange?.Invoke(mouseRay);
|
|||
|
|
|||
|
if (debug)
|
|||
|
Debug.Log("Ray mode changed to " + (mouseRay ? " Mouse" : " Center"));
|
|||
|
|
|||
|
//Cursor.visible = mouseRay;
|
|||
|
|
|||
|
if (hands != null)
|
|||
|
hands.isFixed = mouseRay;
|
|||
|
}
|
|||
|
|
|||
|
void Hover(Interactable interactable)
|
|||
|
{
|
|||
|
interactable.OnHover();
|
|||
|
OnHover?.Invoke(interactable);
|
|||
|
|
|||
|
if (debug)
|
|||
|
Debug.Log("Hovered " + interactable.name);
|
|||
|
}
|
|||
|
|
|||
|
void Dehover()
|
|||
|
{
|
|||
|
if (lastHovered)
|
|||
|
lastHovered.OnDehover();
|
|||
|
|
|||
|
OnDehover?.Invoke();
|
|||
|
|
|||
|
if (debug)
|
|||
|
Debug.Log("Dehovered");
|
|||
|
}
|
|||
|
|
|||
|
public void LockFreeLook(bool b)
|
|||
|
{
|
|||
|
if (lockableFreeLook != null)
|
|||
|
lockableFreeLook.LockFreeLook(b);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|