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148 changed files with 768 additions and 9094 deletions

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#### Simple interaction
- Add `InteractionController` component to your camera
- You must provide an input for the controller, so add `ExampleInteractionControllerInput` to the same object. Implement your own to provide custom input.
- Drop `Example Interaction Canvas.prefab` into the scene to get some UI feedback. If you wish to customize it, make a copy of the prefab and customize as you wish.
- To create an interactable object, create a new script and inherit `Nothke.Interaction.Interactable`. Override `void Use(InteractableController im)` and add `Debug.Log("Hello, interactable!")`. When you click on it, you should get a message in your log.
#### Holding Items
Item handling is a separate system that builds on top of simple interaction. It is managed by the `Hands` component, residing in `Nothke.Interaction.Items` namespace, which manages taking, throwing, interacting with held items etc.
- Add a `Hands` component to where your `InteractionController` is (you can also assign it to the handsComponent property on the InteractionController if you don't want to put it on the same object);
- Now if you create a new script that inherits `Interactable` and also implements `ITakeable`, you will be able to take it;
- Note that you will have to also implement IDroppable to be able to drop the item
#### Specifying interactable behavior
Specifying interaction on interactables is handled via interfaces. For example `ITakeable` makes the interactable takeable, while `IScrollInteractable` makes it possible to implement value changing when interacting with the mouse scroll wheel. Or you can specify which item can interact with which item by implementing `IItemInHandsInteractionDependable` or `ICanInteract`. See [InteractionInterfaces.cs](Runtime/Core/InteractionInterfaces.cs) for a full list of built-in interaction interfaces.
#### Default implementations
The package also provides a few default implementations of aformentioned interfaces, which can be inherited for a much easier implmentation, such as:
- `GenericItem` which implements holdable item in a single class, behavior of which can be configured in the inspector, or by overriding virtual functions;
- `Slot` provides a default implementation for slotting, that is, an interactable that can accept another item. I.e. an electricity socket which can accept a plug.
So, why is "low level" implmementation provided via interfaces and not via classes like these? Well, because there could be conflicting behaviors, like, what if I want to make a takeable item, which is also a slot? You can totally do that with just implmementing all the necessary interfaces.
#### Interfacing with other game features
InteractionController needs to interact with a few features that depend on your implemention in your project, such as mouse look locking. This functionality is done by providing the InteractionController with interfaces, these are located in [IntegrationInterfaces.cs](Runtime/Integration/IntegrationInterfaces.cs).
#### UI
The package provides an implementation of a simple UI, which shows an interactable's label and also shows a reticle that changes on the item behavior. Best is if you use this as an example of how to implement your own UI.
#### To be changed in the future:
- The project currently uses reticle sprites that are managed by `ReticleUI.cs` and switch according to an enum. It should either be changed to a class that can be extended, or removed completely and user should be encouraged to create their own.

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using UnityEngine;
using System.Collections;
namespace Nothke.Interaction
{
public class Interactable : MonoBehaviour
{
[HideInInspector]
public InteractionController manager;
[System.Serializable]
public class Info
{
public string name;
//public string descriptionShort;
//[Multiline()]
//public string description;
}
public Info info;
public virtual string Label => info.name;
public virtual void Use(InteractionController im)
{
manager = im;
//Debug.Log("No use");
}
public virtual void OnHover() { }
public virtual void OnDehover() { }
public virtual void StartHold() { }
public virtual void EndHold() { }
public virtual void UseHold() { }
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Interaction
{
public static class InteractableUtils
{
public static Vector3 GetMousePointOnPlane(Plane plane)
{
Vector3 screenPoint = Input.mousePosition;
Ray screenRay = Camera.main.ScreenPointToRay(Input.mousePosition);
float e = 0;
if (plane.Raycast(screenRay, out e))
screenPoint.z = e;
return screenRay.GetPoint(e);
}
public static Vector3 GetJointAnchorInWorldSpace(Joint joint)
{
if (!joint.connectedBody) return joint.connectedAnchor;
return joint.connectedBody.transform.TransformPoint(joint.connectedAnchor);
}
public static bool IsNonUniform(this Transform transform)
{
Vector3 ls = transform.lossyScale;
return !(Mathf.Approximately(ls.x, ls.y) && Mathf.Approximately(ls.y, ls.z));
}
}
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//#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);
}
}
}

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using UnityEngine;
namespace Nothke.Interaction
{
public interface IScrollInteractable
{
void Scroll(InteractionController im, float scroll);
}
[System.Obsolete("Use ICanInteract instead")]
public interface ISelectiveInteractable
{
bool CanInteract { get; }
}
public interface ICanInteract
{
bool CanInteract(InteractionController controller);
}
}
namespace Nothke.Interaction.Items
{
public interface IUsable
{
void Use();
}
public interface IHoldUsable
{
void UseEnd();
}
public interface IScrollableInHand
{
void ScrollInHand(float scroll);
}
public interface ISecondaryUsable
{
bool AllowExamination { get; }
void UseSecondary();
}
public interface ITakeable
{
Transform Transform { get; }
Rigidbody Rigidbody { get; }
void OnTaken(IHands hands);
}
public interface ICustomHoldPivot
{
void GetHoldPivot(out Vector3 holdPos, out Quaternion holdRot);
}
public interface IHands
{
Interactable item { get; }
void Take(ITakeable _item);
void Drop();
void DropFixed();
void UpdateInteraction();
bool isFixed { get; set; }
void Place(Vector3 position, Quaternion rotation, Transform relativeParent, IItemReceivable intoSlot = null);
InteractionController controller { get; set; }
}
public interface ISelectiveTakeable
{
bool CanBeTaken();
}
public interface IDroppable
{
Transform Transform { get; }
Rigidbody Rigidbody { get; }
void OnDropped(IHands hands);
bool DelayDrop { get; }
}
public interface IThrowable
{
Rigidbody Rigidbody { get; }
bool canThrow { get; }
float minThrowAcceleration { get; }
float maxThrowAcceleration { get; }
void OnDropped(IHands hands);
}
public interface INicePlaceable
{
void GetPlacePivot(out Vector3 placePos, out Quaternion placeRot);
void OnStartedPlacing(IHands hands);
void OnNicePlaced(IHands hands);
}
public interface IExaminable
{
float HorizontalAngle { get; }
float VerticalAngle { get; }
}
public interface ICustomExaminePosition
{
Vector3 ExaminePosition { get; }
}
public interface ICustomHandPosition
{
Vector3 HandsOffset { get; }
}
/// <summary>
/// Sets position of held hand
/// </summary>
public interface IOverrideHandPositon
{
Vector3 HandPosition { get; }
}
/// <summary>
/// Adds offset translation to held hand
/// </summary>
public interface IOffsetHandPosition
{
Vector3 HandPositionOffset { get; }
}
/// <summary>
/// Implement this if you want to prevent held items interacting with other (environment) interactables
/// </summary>
public interface IEnvironmentInteractionPreventable
{
bool EnvironmentInteractionIsAllowed { get; }
}
/// <summary>
/// Implement this on interactables that you want to be interactable only if the player is holding a certain item
/// </summary>
public interface IItemInHandsInteractionDependable
{
bool IsInteractableIfHolding(Interactable item);
}
}

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using UnityEngine;
namespace Nothke.Interaction.Example
{
public class ExampleInteractionControllerInput : MonoBehaviour
{
public InteractionController controller;
public Items.Hands hands;
public int interactMouseButton = 0;
public int rayModeChangeMouseButton = 1;
public KeyCode dropKey = KeyCode.Q;
public KeyCode throwKey = KeyCode.F;
public KeyCode examineKey = KeyCode.E;
public KeyCode placeKey = KeyCode.T;
private void Update()
{
controller.SetInput(
Input.GetMouseButtonDown(interactMouseButton),
Input.GetMouseButtonUp(interactMouseButton),
Input.GetMouseButtonDown(rayModeChangeMouseButton));
if (hands)
{
hands.SetInput(new Items.Hands.HandsInput()
{
useDown = Input.GetMouseButtonDown(0),
useUp = Input.GetMouseButtonUp(0),
dropDown = Input.GetKeyDown(dropKey),
throwDown = Input.GetKeyDown(throwKey),
throwUp = Input.GetKeyUp(throwKey),
examineDown = Input.GetKeyDown(examineKey),
examineUp = Input.GetKeyUp(examineKey),
placeDown = Input.GetKeyDown(placeKey)
});
}
controller.UpdateInput();
controller.UpdateRaycast();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Nothke.Interaction.Items;
namespace Nothke.Interaction.Integration
{
public interface ILockableFreeLook
{
void LockFreeLook(bool _lock);
}
public interface IFocusableEffect
{
void FocusEffect(bool focus, float distance);
}
public interface IZoomable
{
void ZoomIn(bool _zoomIn);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Interaction.Items
{
public class GenericItem : Interactable,
ITakeable, IDroppable, IThrowable, INicePlaceable,
IExaminable, ICustomHoldPivot
{
[System.Serializable]
public class ItemSettings
{
//public Vector3 customHoldPosition = new Vector3(0.15f, -0.15f, 0.1f);
public Transform holdPivot;
public Collider[] collidersToDisable;
public bool autoPopulateColliderListFromChildren;
public bool useCustomExaminePosition;
public Vector3 customExaminePosition = new Vector3(0, 0, 0.15f);
public float examineHorizontalAngle = 90;
public float examineVerticalAngle = 90;
public bool canBeThrown = true;
public float minThrowVelocity = 5;
public float maxThrowVelocity = 10;
public Transform nicePlacePivot;
}
public ItemSettings itemSettings;
public Transform Transform => transform;
public Rigidbody Rigidbody => rb;
public bool DelayDrop => false;
public float HorizontalAngle => itemSettings.examineHorizontalAngle;
public float VerticalAngle => itemSettings.examineVerticalAngle;
protected Rigidbody rb;
Collider col;
public bool canThrow => itemSettings.canBeThrown;
public float minThrowAcceleration => itemSettings.minThrowVelocity;
public float maxThrowAcceleration => itemSettings.maxThrowVelocity;
protected virtual void Awake()
{
rb = GetComponentInParent<Rigidbody>();
col = GetComponent<Collider>();
Debug.Assert(rb, "GenericItem has no Rigidbody", this);
if ((!itemSettings.holdPivot && transform.IsNonUniform()) ||
(itemSettings.holdPivot && itemSettings.holdPivot.IsNonUniform()))
Debug.LogError("GenericItem's scale (or its hold pivot's scale) is non-uniform, this is not allowed. Placement will be skewed.", this);
}
private void OnValidate()
{
if (itemSettings == null)
itemSettings = new ItemSettings();
if (itemSettings.autoPopulateColliderListFromChildren)
{
itemSettings.collidersToDisable = GetComponentsInChildren<Collider>(true);
}
}
public virtual void OnDropped(IHands hands)
{
SetCollisions(true);
FixRigidbody(false);
}
public virtual void OnTaken(IHands hands)
{
SetCollisions(false);
FixRigidbody(true);
}
public virtual void OnStartedPlacing(IHands hands)
{
}
public virtual void OnNicePlaced(IHands hands)
{
SetCollisions(true);
rb.isKinematic = false;
}
protected void SetCollisions(bool enable)
{
if (col)
col.enabled = enable;
foreach (Collider col in itemSettings.collidersToDisable)
col.enabled = enable;
}
public void FixRigidbody(bool fix)
{
rb.interpolation = fix ? RigidbodyInterpolation.None : RigidbodyInterpolation.Interpolate;
rb.isKinematic = fix;
}
public void GetHoldPivot(out Vector3 holdPos, out Quaternion holdRot)
{
if (!itemSettings.holdPivot)
{
holdPos = Vector3.zero;
holdRot = Quaternion.identity;
}
else
{
holdPos = itemSettings.holdPivot.localPosition;
holdRot = itemSettings.holdPivot.localRotation;
}
}
public void GetPlacePivot(out Vector3 placePos, out Quaternion placeRot)
{
if (!itemSettings.nicePlacePivot)
{
Bounds bounds = Utils.BoundsUtils.GetObjectSpaceColliderBounds(gameObject, true);
placePos = bounds.center;
placePos.y = bounds.min.y;
placeRot = Quaternion.identity;
//Debug.Log("Got bounds offset: " + placePos.y);
}
else
{
placePos = itemSettings.nicePlacePivot.localPosition;
placeRot = itemSettings.nicePlacePivot.localRotation;
}
}
}
}

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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Nothke.Interaction.Items;
using Nothke.Interaction.UI;
namespace Nothke.Interaction
{
public class Slot : Interactable, IItemReceivable, IItemInHandsInteractionDependable
{
public Transform slotPivot;
public string slotTag;
public virtual string SlotTag => slotTag;
public ISlottable itemInSlot;
public bool Occupied => itemInSlot != null;
public override string Label
{
get
{
if (itemInSlot != null)
return (itemInSlot as Interactable).Label;
return "";
}
}
#if UNITY_EDITOR
private void Awake()
{
if (slotPivot.IsNonUniform())
Debug.LogError("Slot lossy scale is not uniform, this is not allowed.", slotPivot);
}
#endif
public virtual bool IsInteractableIfHolding(Interactable item)
{
// if occupied and holding an item, not able to interact
if (item != null && itemInSlot != null)
return false;
// if occupied and not holding anything, able to take
if (item == null && itemInSlot != null)
return true;
var slottable = item as ISlottable;
if (slottable == null) return false;
if (!slottable.IsSlottable)
return false;
if (CanReceive(slottable))
return true;
return false;
}
public virtual bool CanReceive(ISlottable slottable)
{
if (itemInSlot != null) return false;
Debug.Assert(slottable != null, "CanReceive slottable is null");
if (slottable.SlotTag == SlotTag)
return true;
else return false;
}
public override void Use(InteractionController im)
{
manager = im;
SlotOrTake(im);
}
public void SlotOrTake(InteractionController im)
{
var hands = im.hands;
if (!hands.item && itemInSlot != null)
{
if (IsTakeable)
Take();
}
else
if (hands.item && hands.item is ISlottable)
{
SlotItemFromHands(hands);
}
}
public virtual bool IsTakeable => true;
public void Take()
{
if (itemInSlot == null)
{
Debug.LogError("Attempting to take an item from slot but there is none");
return;
}
var takeable = itemInSlot as ITakeable;
Debug.Assert(takeable != null, "Item is slottable but not takeable", this);
OnBeforeTaken();
manager.hands.Take(takeable);
itemInSlot.OnRemovedFromSlot();
itemInSlot.SlottedIn = null;
itemInSlot = null;
manager.Recast();
}
public void SlotItemFromHands(IHands hands)
{
if (CanReceive(hands.item as ISlottable))
{
manager.hands.Place(Vector3.zero, Quaternion.identity, slotPivot, this);
var item = hands.item;
// if not smooth placement:
//itemInSlot = item as ISlottable;
//itemInSlot.SlottedIn = this;
//itemInSlot.OnSlotted();
//OnSlot();
// if smooth placement, hands will callback the slot:
(item as ISlottable).OnStartedPlacing(hands);
}
}
public bool SetItemInSlot(ISlottable item)
{
Debug.Assert(item != null, "ISlottable passed is null");
//Debug.Log("Slotted " + (item as Component).gameObject.name + " into " + gameObject.name, this);
if (CanReceive(item))
{
var itemT = (item as Component).transform;
itemT.parent = slotPivot;
itemT.localPosition = Vector3.zero;
itemT.localRotation = Quaternion.identity;
itemInSlot = item;
item.SlottedIn = this;
item.OnSlotted();
OnSlot();
}
else
{
Debug.LogError("Slot can't receive this item, tags don't match OR already holding item", item as Component);
return false;
}
if (manager)
manager.Recast();
return true;
}
public ISlottable RemoveItemFromSlot()
{
var takeable = itemInSlot as ITakeable;
OnBeforeTaken();
var _item = itemInSlot;
itemInSlot = null;
(_item as Component).transform.SetParent(null);
_item.OnRemovedFromSlot();
_item.SlottedIn = null;
return _item;
}
public virtual void OnBeforeTaken() { }
public virtual void OnSlot() { }
public ReticleUI.State GetCustomReticle()
{
if (itemInSlot != null)
return ReticleUI.State.Take;
else
return ReticleUI.State.Slot;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Nothke.Interaction.Items;
namespace Nothke.Interaction
{
public interface ISlottable
{
string SlotTag { get; }
bool IsSlottable { get; }
void OnStartedPlacing(IHands hands);
void OnSlotted();
IItemReceivable SlottedIn { get; set; }
/// <summary>
/// Called before IsSlottable is nulled
/// </summary>
void OnRemovedFromSlot();
}
public interface IItemReceivable
{
string SlotTag { get; }
bool CanReceive(ISlottable slottable);
bool SetItemInSlot(ISlottable slottable);
}
}

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"name": "Nothke.Interaction",
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],
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"excludePlatforms": [],
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using System;
using System.Collections;
using UnityEngine;
namespace Nothke.Interaction.Items
{
/// <summary>
/// Use this if mass of rigidbody changes while the rigidbody is being held
/// </summary>
public interface IDragRigidbodyReleaseMassSettable
{
float ReleaseMass { get; }
}
public class DragRigidbody : MonoBehaviour
{
public static DragRigidbody e;
private void Awake() { e = this; }
public float k_Spring = 50.0f;
public float k_Damper = 5.0f;
public float k_Drag = 0f;
public float k_AngularDrag = 0.0f;
public float k_Distance = 0.0001f;
public bool k_AttachToCenterOfMass = false;
public float distanceLimit = 2;
public float clampVelocity = 2;
public float clampExitVelocity = 2;
public float fakeMass = 0;
float originalMass;
Rigidbody body;
private ConfigurableJoint joint;
RigidbodyInterpolation originalInterpolation;
public bool Holding => joint && joint.connectedBody;
public event Action OnSlipped;
public bool Hitting { private set; get; }
float hitDistance;
private void Start()
{
CreateJoint();
}
void CreateJoint()
{
var go = new GameObject("Rigidbody dragger");
body = go.AddComponent<Rigidbody>();
//body.rotation = Quaternion.LookRotation(transform.forward, transform.up);
joint = go.AddComponent<ConfigurableJoint>();
body.isKinematic = true;
}
public float GetJointDistance()
{
if (joint && joint.connectedBody)
return Vector3.Distance(
body.position,
joint.connectedBody.transform.TransformPoint(joint.connectedAnchor));
else
return 0;
}
Quaternion addedRotation = Quaternion.identity;
[NonSerialized] public bool rotate;
[NonSerialized] public float rotateXInput;
[NonSerialized] public float rotateYInput;
bool overrideTarget = false;
Vector3 overrideTargetPoint;
public void OverrideTarget(Vector3 target)
{
overrideTarget = true;
overrideTargetPoint = target;
}
public void EndOverridingTarget()
{
overrideTarget = false;
}
public Vector3 GetFrontTargetPoint()
{
return new Ray(transform.position, transform.forward).GetPoint(hitDistance);
}
void FixedUpdate()
{
if (joint && joint.connectedBody)
{
//var ray = new Ray(transform.position, transform.forward);
Vector3 targetPoint = overrideTarget ? overrideTargetPoint :
GetFrontTargetPoint();
//ray.GetPoint(hitDistance);
joint.transform.position = targetPoint;
//joint.connectedBody.velocity = Vector3.ClampMagnitude(joint.connectedBody.velocity, clampVelocity);
//joint.targetRotation = transform.rotation;
//joint.targetRotation = UnityEngine.Random.rotation;
var bodyRot = body.rotation;
if (rotate)
{
float mx = rotateXInput * 10;
float my = rotateYInput * 10;
addedRotation =
Quaternion.AngleAxis(mx, Vector3.up) *
Quaternion.AngleAxis(my, Vector3.right) * addedRotation;
//addedRotation *= Quaternion.Euler(mx * 10, 0, my * 10);
//body.rotation = rot * addedRotation;
//body.MoveRotation(rot * Quaternion.Euler(4, 0, 0));
//joint.targetRotation = rot * Quaternion.Euler(4, 0, 0);
}
//Quaternion faceTo = Quaternion.Inverse(transform.rotation) * Quaternion.Euler(0, 90, 0);
//addedRotation = Quaternion.Slerp(addedRotation, faceTo, Time.deltaTime * 10);
body.rotation = transform.rotation * addedRotation;
if (GetJointDistance() > distanceLimit)
{
Slip();
}
return;
}
}
public void Slip()
{
End();
if (OnSlipped != null)
OnSlipped();
}
/*
private void Update()
{
if (Input.GetMouseButtonUp(0) && joint && joint.connectedBody)
End();
}*/
public void Attach(RaycastHit hit, bool fixedRotation = true)
{
Attach(hit.rigidbody, hit.point, hit.distance, fixedRotation);
}
public void Attach(Rigidbody rigidbody, Vector3 point, float distance, bool fixedRotation)
{
if (!joint) CreateJoint();
if (fakeMass > 0)
{
originalMass = rigidbody.mass;
rigidbody.mass = fakeMass;
}
originalInterpolation = rigidbody.interpolation;
rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
joint.transform.position = point;
joint.anchor = Vector3.zero;
joint.transform.rotation = transform.rotation;
//joint.targetRotation = Quaternion.identity;
//joint.targetRotation = Quaternion.Inverse(transform.rotation);// Quaternion.LookRotation(transform.forward, transform.up);
joint.angularXMotion = joint.angularYMotion = joint.angularZMotion
= fixedRotation ? ConfigurableJointMotion.Locked : ConfigurableJointMotion.Free;
JointDrive drive = new JointDrive();
drive.positionSpring = k_Spring;
drive.positionDamper = k_Damper;
drive.maximumForce = Mathf.Infinity;
joint.xDrive = drive;
joint.yDrive = drive;
joint.zDrive = drive;
//joint.spring = k_Spring;
//joint.damper = k_Damper;
//joint.maxDistance = k_Distance;
joint.connectedBody = rigidbody;
hitDistance = distance;
}
public void End()
{
if (!joint.connectedBody)
return;
if (fakeMass > 0)
{
var massSettable = joint.connectedBody.GetComponent<IDragRigidbodyReleaseMassSettable>();
if (massSettable != null)
{
joint.connectedBody.mass = massSettable.ReleaseMass;
}
else
{
joint.connectedBody.mass = originalMass;
}
}
joint.connectedBody.interpolation = originalInterpolation;
if (clampExitVelocity > 0)
joint.connectedBody.velocity =
Vector3.ClampMagnitude(joint.connectedBody.velocity, clampExitVelocity);
addedRotation = Quaternion.identity;
joint.connectedBody = null;
overrideTarget = false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Interaction.Items
{
public class RigidbodyInteractable : Interactable
{
public Rigidbody rb;
public bool rotateAroundPoint;
[System.NonSerialized]
public bool held;
private void Awake()
{
if (!rb)
rb = GetComponent<Rigidbody>();
}
public override void Use(InteractionController im)
{
base.Use(im);
DragRigidbody.e.Attach(im.hit, !rotateAroundPoint);
DragRigidbody.e.OnSlipped += Unhold;
}
public override void StartHold()
{
base.StartHold();
manager.FreezeDetection();
held = true;
OnStartedHold();
}
public override void EndHold()
{
base.EndHold();
if (!held)
return;
DragRigidbody.e.End();
Unhold();
}
void Unhold()
{
manager.UnfreezeDetection();
manager.LockFreeLook(false);
DragRigidbody.e.OnSlipped -= Unhold;
held = false;
OnEndedHold();
}
protected virtual void OnStartedHold() { }
protected virtual void OnEndedHold() { }
}
}

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#define CENTER_TEXT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if CENTER_TEXT
using TMPro;
#endif
using Nothke.Interaction.Items;
namespace Nothke.Interaction.UI
{
public interface ICustomReticle
{
ReticleUI.State GetCustomReticle();
}
public interface IReticleUIOverridable
{
bool OverrideUI { get; }
bool ReleaseInteractionBlocking { get; }
}
public class InteractionUI : MonoBehaviour
{
public static InteractionUI e;
private void Awake()
{
e = this;
controller = GetComponent<InteractionController>();
if (!controller) controller = FindObjectOfType<InteractionController>();
if (!controller)
{
Debug.LogError("No controller found");
enabled = false;
}
}
#if CENTER_TEXT
public TMP_Text centerText;
#endif
InteractionController controller;
bool mouseRay;
RigidbodyInteractable riHovered;
RigidbodyInteractable ri;
IReticleUIOverridable overridable;
bool ovrr;
private void OnEnable()
{
controller.OnHover += OnHover;
controller.OnDehover += OnDehover;
controller.OnRayModeChange += OnRayModeChange;
}
private void OnDisable()
{
controller.OnHover -= OnHover;
controller.OnDehover -= OnDehover;
controller.OnRayModeChange += OnRayModeChange;
}
#if CENTER_TEXT
public void SetText(string description)
{
centerText.enabled = true;
centerText.text = description;
}
public void HideText()
{
centerText.enabled = false;
}
#endif
protected virtual void OnHover(Interactable interactable)
{
if (ovrr) return;
#if CENTER_TEXT
if (centerText)
{
SetText(interactable.Label);
}
#endif
// Interactable icon choice
if (interactable is ICustomReticle)
{
ReticleUI.state = (interactable as ICustomReticle).GetCustomReticle();
}
else if (interactable is ITakeable)
{
ReticleUI.state = ReticleUI.State.Take;
}
else if (interactable is RigidbodyInteractable)
{
ReticleUI.state = ReticleUI.State.Grab;
riHovered = interactable as RigidbodyInteractable;
}
else
{
ReticleUI.state = ReticleUI.State.Idle;
}
if (interactable is IReticleUIOverridable)
{
overridable = interactable as IReticleUIOverridable;
}
}
private void Update()
{
if (overridable != null)
{
ovrr = overridable.OverrideUI;
if (ovrr == false)
{
OnDehover();
overridable = null;
}
}
if (riHovered && riHovered.held && ri == null)
{
ri = riHovered;
ovrr = true;
ReticleUI.state = ReticleUI.State.Hold;
}
if (ri && !ri.held)
{
ovrr = false;
OnDehover();
if (controller.hovered)
OnHover(controller.hovered);
ri = null;
}
if (controller.mouseRay)
{
ReticleUI.SetReticlePosition(Input.mousePosition);
}
}
protected virtual void OnDehover()
{
if (ovrr) return;
#if CENTER_TEXT
if (centerText)
centerText.enabled = false;
#endif
ReticleUI.state = ReticleUI.State.None;
}
protected virtual void OnRayModeChange(bool enable)
{
if (!enable)
ReticleUI.ResetReticlePosition();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Nothke.Interaction.UI
{
public class ReticleUI : MonoBehaviour
{
static ReticleUI e;
private void Awake() { e = this; }
public bool showIconForNone;
public Texture icon_none;
public Texture icon_generic;
public Texture icon_grab;
public Texture icon_hold;
public Texture icon_take;
public Texture icon_slot;
public Texture icon_ride;
public Texture icon_scroll;
public Texture icon_grab_knob;
public Texture icon_hold_knob;
public RawImage image;
public enum State { None, Idle, Grab, Hold, Take, Slot, Ride, Scroll, GrabKnob, HoldKnob }
public static State state;
static State lastState;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private void Init()
{
state = State.None;
lastState = State.None;
}
public static void Hide()
{
state = State.None;
e.SetState();
}
public static void ResetReticlePosition()
{
if (!e) return;
RectTransform t = e.image.GetComponent<RectTransform>();
t.anchoredPosition = Vector2.zero;
}
public static void SetReticlePosition(Vector2 screenPos)
{
if (!e) return;
RectTransform t = e.image.GetComponent<RectTransform>();
t.position = screenPos;
}
private void Start()
{
SetState();
}
void Update()
{
if (state != lastState)
SetState();
lastState = state;
}
void SetState()
{
if (!showIconForNone)
image.enabled = state != State.None;
switch (state)
{
case State.None: image.texture = icon_none; break;
case State.Idle: image.texture = icon_generic; break;
case State.Grab: image.texture = icon_grab; break;
case State.Hold: image.texture = icon_hold; break;
case State.Take: image.texture = icon_take; break;
case State.Slot: image.texture = icon_slot; break;
case State.Ride: image.texture = icon_ride; break;
case State.Scroll: image.texture = icon_scroll; break;
case State.GrabKnob: image.texture = icon_grab_knob; break;
case State.HoldKnob: image.texture = icon_hold_knob; break;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Utils
{
public static class BoundsUtils
{
// static list for caching, never deallocates
static List<Collider> colliderCache = new List<Collider>();
public static Bounds GetObjectSpaceColliderBounds(GameObject go, bool includeInactive = false)
{
Transform t = go.transform;
var rootW2L = t.worldToLocalMatrix;
go.GetComponentsInChildren(includeInactive, colliderCache);
if (colliderCache.Count == 0)
{
Debug.LogError("Attempting to get bounds of the object but it has no colliders");
return default;
}
Bounds goBounds = GetBoundsInRootSpace(colliderCache[0]);
for (int i = 1; i < colliderCache.Count; i++)
{
Bounds b = GetBoundsInRootSpace(colliderCache[i]);
goBounds.Encapsulate(b);
}
return goBounds;
Bounds GetBoundsInRootSpace(Collider col)
{
Bounds b = col.GetLocalBounds();
Matrix4x4 l2w = col.transform.localToWorldMatrix;
Matrix4x4 local = rootW2L * l2w;
return TransformBounds(local, b);
}
}
public static Bounds GetLocalBounds(this Collider collider)
{
if (collider is BoxCollider)
{
BoxCollider box = (BoxCollider)collider;
return new Bounds(box.center, box.size);
}
else if (collider is SphereCollider)
{
var center = ((SphereCollider)collider).center;
var radius = ((SphereCollider)collider).radius;
Vector3 size = new Vector3(radius * 2, radius * 2, radius * 2);
return new Bounds(center, size);
}
else if (collider is CapsuleCollider)
{
var capsule = (CapsuleCollider)collider;
var r = capsule.radius;
var h = capsule.height;
Vector3 size;
switch (capsule.direction)
{
case 0: size = new Vector3(h, r * 2, r * 2); break;
case 1: size = new Vector3(r * 2, h, r * 2); break;
case 2: size = new Vector3(r * 2, r * 2, h); break;
default: size = default; break;
}
return new Bounds(capsule.center, size);
}
else if (collider is MeshCollider)
{
return ((MeshCollider)collider).sharedMesh.bounds;
}
Debug.LogError("Attempting to get bounds of an unknown collider type");
return new Bounds();
}
public static Bounds TransformBounds(in Matrix4x4 mat, in Bounds bounds)
{
// Find 8 corners of the bounds
Vector3 p0 = bounds.min;
Vector3 p1 = bounds.max;
Vector3 p2 = new Vector3(p0.x, p0.y, p1.z);
Vector3 p3 = new Vector3(p0.x, p1.y, p0.z);
Vector3 p4 = new Vector3(p1.x, p0.y, p0.z);
Vector3 p5 = new Vector3(p0.x, p1.y, p1.z);
Vector3 p6 = new Vector3(p1.x, p0.y, p1.z);
Vector3 p7 = new Vector3(p1.x, p1.y, p0.z);
Bounds b = new Bounds(mat * p0, Vector3.zero);
b.Encapsulate(mat * p1);
b.Encapsulate(mat * p2);
b.Encapsulate(mat * p3);
b.Encapsulate(mat * p4);
b.Encapsulate(mat * p5);
b.Encapsulate(mat * p6);
b.Encapsulate(mat * p7);
return b;
}
public static void DrawBoundsGizmos(in Bounds bounds)
{
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Utils
{
public class HandSway : MonoBehaviour
{
public float springRate = 10;
public float softClampAngle = 30;
Quaternion lastRotation;
void Update()
{
Quaternion target = transform.parent.rotation;
lastRotation = Quaternion.Slerp(lastRotation, target, Time.deltaTime * springRate);
lastRotation = SoftClampRotation(target, lastRotation, softClampAngle);
transform.rotation = lastRotation;
}
public static Quaternion SoftClampRotation(Quaternion origin, Quaternion target, float limitAngleDegrees)
{
float angle = Quaternion.Angle(origin, target);
float softAngle = Mathf.Atan(angle * Mathf.PI / 2 / limitAngleDegrees) / Mathf.PI * 2 * limitAngleDegrees;
return Quaternion.RotateTowards(origin, target, softAngle); // note: uses degrees
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Utils
{
public static class ObjectPreviewer
{
struct Node
{
public Matrix4x4 transform;
public Mesh mesh;
public Material[] mats;
}
// Static cache
static List<MeshFilter> meshFiltersBuffer;
static List<Node> nodes;
/// <summary>
/// For performance reasons, the cache never deallocates.
/// So, call this to clear the cache only in the case the memory becomes a problem, such as with previewing objects with gigantic hierarchies.
/// (but even if they're gigantic it's quite unlikely it will be a problem)
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void ReloadCache()
{
meshFiltersBuffer = new List<MeshFilter>();
nodes = new List<Node>();
}
/// <summary>
/// Assigns object for rendering. Call this only once on preview object change. Pass null to clear the object.
/// </summary>
public static void SetObject(GameObject go)
{
nodes.Clear();
meshFiltersBuffer.Clear();
if (go == null)
return;
Matrix4x4 rootW2L = go.transform.worldToLocalMatrix;
// We need to scale in case the root has non 1,1,1 scale
Matrix4x4 rootScaleMatrix = Matrix4x4.Scale(go.transform.localScale);
go.transform.GetComponentsInChildren(meshFiltersBuffer);
foreach (var mf in meshFiltersBuffer)
{
Mesh mesh = mf.sharedMesh;
var mr = mf.GetComponent<MeshRenderer>();
if (mesh == null)
continue;
// Un-transform by root
Matrix4x4 matrix = rootW2L * mf.transform.localToWorldMatrix * rootScaleMatrix;
Material[] mats = null;
if (mr != null)
mats = mr.sharedMaterials;
nodes.Add(new Node()
{
mesh = mesh,
transform = matrix,
mats = mats,
});
}
}
/// <summary>
/// Renders the preview object set with SetObject(). Call this every frame you want the object to be drawn.
/// </summary>
/// <param name="overrideMaterial">The replacement material that the previews will be drawn with. If not assigned, it will use the original material.</param>
public static void Render(Vector3 position, Quaternion rotation, Vector3 scale, Material overrideMaterial = null, int renderLayer = 0)
{
Matrix4x4 previewTransform = Matrix4x4.TRS(position, rotation, scale);
foreach (var node in nodes)
{
for (int subMeshIndex = 0; subMeshIndex < node.mesh.subMeshCount; subMeshIndex++)
{
var mat = overrideMaterial != null ? overrideMaterial : node.mats[Mathf.Clamp(subMeshIndex, 0, node.mats.Length)];
Graphics.DrawMesh(node.mesh, previewTransform * node.transform, mat, renderLayer, null, subMeshIndex);
}
}
}
}
}

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