mirror of
https://github.com/nothke/quality-control.git
synced 2024-11-13 22:33:43 +00:00
342 lines
9.6 KiB
C#
342 lines
9.6 KiB
C#
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//#define NEVER_MOUSE_RAY
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#define USE_FIXED_UPDATE
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using UnityEngine;
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using Nothke.Interaction.Items;
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using Nothke.Interaction.Integration;
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namespace Nothke.Interaction
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{
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public class InteractionController : MonoBehaviour
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{
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Transform originTransform;
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public float interactDistance = 2;
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public bool rayModeToggling = false;
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public bool mouseRay = false;
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public MonoBehaviour lockableFreeLookComponent;
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ILockableFreeLook lockableFreeLook;
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Interactable interactable;
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Interactable lastHovered;
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public Interactable hovered { get; private set; }
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public MonoBehaviour handsComponent;
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public IHands hands;
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public LayerMask raycastLayerMask = -1;
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[HideInInspector]
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public Vector3 startScreenPosition;
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[System.NonSerialized]
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public RaycastHit hit;
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[System.NonSerialized]
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public bool hasHit;
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bool LMB;
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bool LMBup;
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bool rayModeToggleDown;
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bool freezeDetection;
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public bool detectionFrozen => freezeDetection;
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bool isDetached;
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bool wasMouseRayBeforeTemp;
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public delegate void HoverAction(Interactable interactable);
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public event HoverAction OnHover;
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public delegate void DehoverAction();
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public event DehoverAction OnDehover;
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public delegate void RayModeChangeAction(bool enable);
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public event RayModeChangeAction OnRayModeChange;
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public bool debug;
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Camera cam;
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protected Ray interactionRay;
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private void Awake()
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{
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if (handsComponent)
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{
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hands = handsComponent.GetComponent<IHands>();
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hands.controller = this;
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Debug.Assert(hands != null, "Assigned component doesn't implement IHands");
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}
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else
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{
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hands = GetComponent<IHands>();
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if (hands != null)
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hands.controller = this;
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}
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}
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void Start()
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{
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cam = Camera.main;
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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("ILockableFreeLook not found on assigned component", lockableFreeLookComponent);
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}
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originTransform = transform;
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Dehover();
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SetRayMode(mouseRay);
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}
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public void SetTempRayOrigin(Transform t)
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{
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originTransform = t;
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}
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public void ResetTempRayOrigin()
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{
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originTransform = transform;
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}
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public void SetInput(bool interactDown, bool interactUp, bool rayModeChangeDown)
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{
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LMB = interactDown;
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LMBup = interactUp;
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this.rayModeToggleDown = rayModeChangeDown;
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}
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public void UpdateRaycast()
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{
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if (mouseRay)
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interactionRay = cam.ScreenPointToRay(Input.mousePosition);
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else
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interactionRay = new Ray(originTransform.position, originTransform.forward);
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hovered = null;
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// DETECTION - Raycast
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if (!freezeDetection)
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{
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GameObject hito = GetInteractingObject();
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if (hito)
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{
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hasHit = true;
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hovered = hito.GetComponentInParent<Interactable>();
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// Prevent interaction with items that don't want to be interacted with
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// unless holding a certain item
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if (hovered is IItemInHandsInteractionDependable)
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{
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if (hands == null)
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hovered = null;
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else
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if (!(hovered as IItemInHandsInteractionDependable).IsInteractableIfHolding(hands.item))
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hovered = null;
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}
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// Prevent interaction if item in hands prevents interaction
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if (hands != null && hands.item && hands.item is IEnvironmentInteractionPreventable eip)
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{
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if (!eip.EnvironmentInteractionIsAllowed)
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hovered = null;
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}
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#pragma warning disable CS0618 // Type or member is obsolete
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if (hovered is ISelectiveInteractable)
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{
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if (!(hovered as ISelectiveInteractable).CanInteract)
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hovered = null;
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}
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#pragma warning restore CS0618 // Type or member is obsolete
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if (hovered is ICanInteract)
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{
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if (!(hovered as ICanInteract).CanInteract(this))
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hovered = null;
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}
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if (hovered != lastHovered && hovered != null)
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Hover(hovered);
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}
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else hasHit = false;
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if (hovered != lastHovered && hovered == null)
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Dehover();
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}
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}
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/// <summary>
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/// Override this to provide a custom raycaster for example. You can get the default provided ray from interactionRay.
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/// </summary>
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protected virtual GameObject GetInteractingObject()
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{
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if (Physics.Raycast(interactionRay, out hit, interactDistance, raycastLayerMask))
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return hit.collider.gameObject;
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else return null;
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}
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/// <summary>
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/// Call this after you set input. Should be called in Update()
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/// </summary>
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public void UpdateInput()
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{
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// On click
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bool interactedThisFrame = false;
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if (hovered && LMB)
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{
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interactable = hovered;
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if (hands != null && interactable is ITakeable)
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{
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if (interactable is ISelectiveTakeable)
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{
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if ((interactable as ISelectiveTakeable).CanBeTaken())
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hands.Take(interactable as ITakeable);
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}
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else
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hands.Take(interactable as ITakeable);
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}
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interactable.Use(this);
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interactable.StartHold();
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interactedThisFrame = true;
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startScreenPosition = Input.mousePosition;
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}
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// On scroll
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if (hovered && hovered is IScrollInteractable scrollInteractable)
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{
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float scroll = Input.mouseScrollDelta.y;
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if (scroll != 0)
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scrollInteractable.Scroll(this, scroll);
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}
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// On release
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if (interactable && LMBup)
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{
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interactable.EndHold();
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interactable = null;
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}
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lastHovered = hovered;
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LMB = false;
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LMBup = false;
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if (!interactedThisFrame && hands != null)
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hands.UpdateInteraction();
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}
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public void Recast()
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{
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hovered = null;
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}
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void ToggleRayMode()
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{
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mouseRay = !mouseRay;
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SetRayMode(mouseRay);
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}
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public void FreezeDetection()
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{
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freezeDetection = true;
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hovered = null;
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}
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public void UnfreezeDetection()
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{
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freezeDetection = false;
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Dehover();
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Recast();
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}
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public void SetTempMouseRay(bool tempMouse)
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{
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if (tempMouse)
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{
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wasMouseRayBeforeTemp = mouseRay;
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SetRayMode(true);
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}
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else
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{
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if (!wasMouseRayBeforeTemp)
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{
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SetRayMode(false);
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}
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}
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}
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public void SetRayMode(bool isMouse)
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{
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mouseRay = isMouse;
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#if !NEVER_MOUSE_RAY
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if (mouseRay)
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{
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Cursor.lockState = CursorLockMode.None;
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// TODO: if windows
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//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(10, 10);
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}
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else
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{
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Cursor.lockState = CursorLockMode.Locked;
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//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(Screen.width / 2, Screen.height / 2);
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}
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#endif
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if (lockableFreeLook != null)
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lockableFreeLook.LockFreeLook(mouseRay);
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else
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Debug.LogWarning("No freelook lockable");
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OnRayModeChange?.Invoke(mouseRay);
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if (debug)
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Debug.Log("Ray mode changed to " + (mouseRay ? " Mouse" : " Center"));
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//Cursor.visible = mouseRay;
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if (hands != null)
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hands.isFixed = mouseRay;
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}
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void Hover(Interactable interactable)
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{
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interactable.OnHover();
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OnHover?.Invoke(interactable);
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if (debug)
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Debug.Log("Hovered " + interactable.name);
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}
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void Dehover()
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{
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if (lastHovered)
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lastHovered.OnDehover();
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OnDehover?.Invoke();
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if (debug)
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Debug.Log("Dehovered");
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}
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public void LockFreeLook(bool b)
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{
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if (lockableFreeLook != null)
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lockableFreeLook.LockFreeLook(b);
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}
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}
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}
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