mirror of
https://github.com/nothke/quality-control.git
synced 2024-11-14 14:43:43 +00:00
579 lines
17 KiB
C#
579 lines
17 KiB
C#
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
|
|
}
|
|
} |