Beispiel #1
0
 /**
  * <summary>Unregisters a AC_Trigger, so that it is no longer updated</summary>
  * <param name = "_object">The AC_Trigger to unregister</param>
  */
 public void Unregister(AC_Trigger _object)
 {
     if (triggers.Contains(_object))
     {
         triggers.Remove(_object);
     }
 }
Beispiel #2
0
        public void ShowGUI()
        {
            AC_Trigger[] triggers = GetComponents <AC_Trigger>();

            if (triggers.Length == 0)
            {
                EditorGUILayout.HelpBox("This component must be attached to an AC Trigger.", MessageType.Info);
                return;
            }

            AC_Trigger trigger = triggers[0];

            if (trigger.source == ActionListSource.InScene)
            {
                EditorGUILayout.HelpBox("This component requires that the Trigger's Source field is set to Asset File", MessageType.Warning);
                return;
            }
            else if (trigger.source == ActionListSource.AssetFile && trigger.assetFile != null && trigger.assetFile.NumParameters > 0)
            {
                ShowParametersGUI(trigger.assetFile.DefaultParameters, trigger.syncParamValues);
            }
            else
            {
                EditorGUILayout.HelpBox("No parameters defined for Trigger '" + trigger.gameObject.name + "'.", MessageType.Warning);
                return;
            }

            if (triggers.Length > 1)
            {
                EditorGUILayout.HelpBox("Multiple Trigger components detected - parameters will be set for all Triggers that share the same number of parameters as the first.", MessageType.Info);
            }
        }
Beispiel #3
0
 /**
  * <summary>Registers a AC_Trigger, so that it can be updated</summary>
  * <param name = "_object">The AC_Trigger to register</param>
  */
 public void Register(AC_Trigger _object)
 {
     if (!triggers.Contains(_object))
     {
         triggers.Add(_object);
     }
 }
 protected void OnRunTrigger(AC_Trigger trigger, GameObject collidingObject)
 {
     if (trigger == ownTrigger && trigger.source == ActionListSource.AssetFile)
     {
         AssignParameterValues(trigger);
     }
 }
Beispiel #5
0
        public static void PropertiesGUI(AC_Trigger _target)
        {
            string[] Options = { "On enter", "Continuous", "On exit" };

            if (Application.isPlaying)
            {
                if (!_target.IsOn())
                {
                    EditorGUILayout.HelpBox("Current state: OFF", MessageType.Info);
                }
            }

            EditorGUILayout.BeginVertical("Button");
            EditorGUILayout.LabelField("Trigger properties", EditorStyles.boldLabel);
            _target.source = (ActionListSource)EditorGUILayout.EnumPopup("Actions source:", _target.source);
            if (_target.source == ActionListSource.AssetFile)
            {
                _target.assetFile       = (ActionListAsset)EditorGUILayout.ObjectField("ActionList asset:", _target.assetFile, typeof(ActionListAsset), false);
                _target.syncParamValues = EditorGUILayout.Toggle("Sync parameter values?", _target.syncParamValues);
            }
            _target.actionListType = (ActionListType)EditorGUILayout.EnumPopup("When running:", _target.actionListType);
            if (_target.actionListType == ActionListType.PauseGameplay)
            {
                _target.isSkippable = EditorGUILayout.Toggle("Is skippable?", _target.isSkippable);
            }
            _target.triggerType        = EditorGUILayout.Popup("Trigger type:", _target.triggerType, Options);
            _target.triggerReacts      = (TriggerReacts)EditorGUILayout.EnumPopup("Reacts:", _target.triggerReacts);
            _target.cancelInteractions = EditorGUILayout.Toggle("Cancels interactions?", _target.cancelInteractions);
            _target.tagID         = ShowTagUI(_target.actions.ToArray(), _target.tagID);
            _target.useParameters = EditorGUILayout.Toggle("Set collider as parameter?", _target.useParameters);

            EditorGUILayout.Space();
            _target.detects = (TriggerDetects)EditorGUILayout.EnumPopup("Trigger detects:", _target.detects);
            if (_target.detects == TriggerDetects.AnyObjectWithComponent)
            {
                _target.detectComponent = EditorGUILayout.TextField("Component name:", _target.detectComponent);
            }
            else if (_target.detects == TriggerDetects.AnyObjectWithTag)
            {
                _target.detectComponent = EditorGUILayout.TextField("Tag name:", _target.detectComponent);
            }
            else if (_target.detects == TriggerDetects.SetObject)
            {
                _target.obToDetect = (GameObject)EditorGUILayout.ObjectField("Object to detect:", _target.obToDetect, typeof(GameObject), true);
            }
            EditorGUILayout.EndVertical();

            if (_target.useParameters)
            {
                if (_target.parameters.Count != 1)
                {
                    ActionParameter newParameter = new ActionParameter(0);
                    newParameter.parameterType = ParameterType.GameObject;
                    newParameter.label         = "Collision object";
                    _target.parameters.Clear();
                    _target.parameters.Add(newParameter);
                }
            }
        }
        public override void OnInspectorGUI()
        {
            AC_Trigger _target = (AC_Trigger)target;

            PropertiesGUI(_target);
            base.DrawSharedElements(_target);

            UnityVersionHandler.CustomSetDirty(_target);
        }
        public static void PropertiesGUI(AC_Trigger _target)
        {
            string[] Options = { "On enter", "Continuous", "On exit" };

            if (Application.isPlaying)
            {
                if (!_target.IsOn ())
                {
                    EditorGUILayout.HelpBox ("Current state: OFF", MessageType.Info);
                }
            }

            EditorGUILayout.BeginVertical ("Button");
            EditorGUILayout.LabelField ("Trigger properties", EditorStyles.boldLabel);
            _target.source = (ActionListSource) EditorGUILayout.EnumPopup ("Actions source:", _target.source);
            if (_target.source == ActionListSource.AssetFile)
            {
                _target.assetFile = (ActionListAsset) EditorGUILayout.ObjectField ("ActionList asset:", _target.assetFile, typeof (ActionListAsset), false);
            }
            _target.actionListType = (ActionListType) EditorGUILayout.EnumPopup ("When running:", _target.actionListType);
            if (_target.actionListType == ActionListType.PauseGameplay)
            {
                _target.isSkippable = EditorGUILayout.Toggle ("Is skippable?", _target.isSkippable);
            }
            _target.triggerType = EditorGUILayout.Popup ("Trigger type:", _target.triggerType, Options);
            _target.cancelInteractions = EditorGUILayout.Toggle ("Cancels interactions?", _target.cancelInteractions);
            _target.useParameters = EditorGUILayout.Toggle ("Set collider as parameter?", _target.useParameters);

            EditorGUILayout.Space ();
            _target.detects = (TriggerDetects) EditorGUILayout.EnumPopup ("Trigger detects:", _target.detects);
            if (_target.detects == TriggerDetects.AnyObjectWithComponent)
            {
                _target.detectComponent = EditorGUILayout.TextField ("Component name:", _target.detectComponent);
            }
            else if (_target.detects == TriggerDetects.AnyObjectWithTag)
            {
                _target.detectComponent = EditorGUILayout.TextField ("Tag name:", _target.detectComponent);
            }
            else if (_target.detects == TriggerDetects.SetObject)
            {
                _target.obToDetect = (GameObject) EditorGUILayout.ObjectField ("Object to detect:", _target.obToDetect, typeof (GameObject), true);
            }
            EditorGUILayout.EndVertical ();

            if (_target.useParameters)
            {
                if (_target.parameters.Count != 1)
                {
                    ActionParameter newParameter = new ActionParameter (0);
                    newParameter.parameterType = ParameterType.GameObject;
                    newParameter.label = "Collision object";
                    _target.parameters.Clear ();
                    _target.parameters.Add (newParameter);
                }
            }
        }
Beispiel #8
0
        public override void OnInspectorGUI()
        {
            AC_Trigger _target = (AC_Trigger)target;

            PropertiesGUI(_target);
            base.DrawSharedElements(_target);

            if (GUI.changed)
            {
                EditorUtility.SetDirty(_target);
            }
        }
Beispiel #9
0
        public override void OnInspectorGUI()
        {
            AC_Trigger _target = (AC_Trigger)target;

            if (Application.isPlaying)
            {
                if (!_target.IsOn())
                {
                    EditorGUILayout.HelpBox("Current state: OFF", MessageType.Info);
                }
            }

            EditorGUILayout.BeginVertical("Button");
            EditorGUILayout.LabelField("Trigger properties", EditorStyles.boldLabel);
            _target.source = (ActionListSource)EditorGUILayout.EnumPopup("Actions source:", _target.source);
            if (_target.source == ActionListSource.AssetFile)
            {
                _target.assetFile = (ActionListAsset)EditorGUILayout.ObjectField("ActionList asset:", _target.assetFile, typeof(ActionListAsset), false);
            }
            _target.actionListType = (ActionListType)EditorGUILayout.EnumPopup("When running:", _target.actionListType);
            if (_target.actionListType == ActionListType.PauseGameplay)
            {
                _target.isSkippable = EditorGUILayout.Toggle("Is skippable?", _target.isSkippable);
            }
            _target.triggerType        = EditorGUILayout.Popup("Trigger type:", _target.triggerType, Options);
            _target.cancelInteractions = EditorGUILayout.Toggle("Cancels interactions?", _target.cancelInteractions);
            _target.useParameters      = EditorGUILayout.Toggle("Set collider as parameter?", _target.useParameters);

            EditorGUILayout.Space();
            _target.detects = (TriggerDetects)EditorGUILayout.EnumPopup("Trigger detects:", _target.detects);
            if (_target.detects == TriggerDetects.AnyObjectWithComponent)
            {
                _target.detectComponent = EditorGUILayout.TextField("Component name:", _target.detectComponent);
            }
            else if (_target.detects == TriggerDetects.SetObject)
            {
                _target.obToDetect = (GameObject)EditorGUILayout.ObjectField("Object to detect:", _target.obToDetect, typeof(GameObject), true);
            }
            EditorGUILayout.EndVertical();

            DrawSharedElements();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(_target);
            }
        }
        public void ShowGUI()
        {
            AC_Trigger trigger = GetComponent <AC_Trigger>();

            if (trigger.source == ActionListSource.InScene)
            {
                EditorGUILayout.HelpBox("This component requires that the Trigger's Source field is set to Asset File", MessageType.Warning);
            }
            else if (trigger.source == ActionListSource.AssetFile && trigger.assetFile != null && trigger.assetFile.NumParameters > 0)
            {
                ShowParametersGUI(trigger.assetFile.DefaultParameters, trigger.syncParamValues);
            }
            else
            {
                EditorGUILayout.HelpBox("No parameters defined for Trigger '" + trigger.gameObject.name + "'.", MessageType.Warning);
            }
        }
Beispiel #11
0
 public void Process(AC_Trigger trigger)
 {
     if (playerID == -1 && KickStarter.player)
     {
         obToDetect = KickStarter.player.gameObject;
     }
     if (obToDetect)
     {
         bool isInside = trigger.CheckForPoint(obToDetect.transform.position);
         if (DetermineValidity(isInside, trigger.triggerType))
         {
             if (trigger.IsObjectCorrect(obToDetect))
             {
                 trigger.Interact(obToDetect);
             }
         }
         lastFrameWithin = isInside;
     }
 }
Beispiel #12
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        private void Awake()
        {
            if (loadedData)
            {
                return;
            }

            if (GameIsPlaying() && isActiveAndEnabled)
            {
                AC_Trigger trigger = GetComponent <AC_Trigger>();
                if (trigger)
                {
                    if (startState == AC_OnOff.On)
                    {
                        trigger.TurnOn();
                    }
                    else
                    {
                        trigger.TurnOff();
                    }
                }
            }
        }
Beispiel #13
0
        protected void OnRunTrigger(AC_Trigger trigger, GameObject collidingObject)
        {
            if (trigger.source != ActionListSource.AssetFile || trigger.assetFile == null)
            {
                return;
            }

            if (trigger.assetFile.NumParameters == 0)
            {
                return;
            }

            if (trigger.gameObject != gameObject)
            {
                return;
            }

            if (trigger != ownTrigger && ownTrigger.assetFile != null && trigger.assetFile.NumParameters != ownTrigger.assetFile.NumParameters)
            {
                return;
            }

            AssignParameterValues(trigger);
        }
        public static void PropertiesGUI(AC_Trigger _target)
        {
            string[] Options = { "On enter", "Continuous", "On exit" };

            if (Application.isPlaying)
            {
                if (!_target.IsOn())
                {
                    EditorGUILayout.HelpBox("Current state: OFF", MessageType.Info);
                }
            }

            CustomGUILayout.BeginVertical();
            EditorGUILayout.LabelField("Trigger properties", EditorStyles.boldLabel);
            _target.source = (ActionListSource)CustomGUILayout.EnumPopup("Actions source:", _target.source, string.Empty, "Where the Actions are stored");
            if (_target.source == ActionListSource.AssetFile)
            {
                _target.assetFile       = (ActionListAsset)CustomGUILayout.ObjectField <ActionListAsset> ("ActionList asset:", _target.assetFile, false, string.Empty, "The ActionList asset that stores the Actions");
                _target.syncParamValues = CustomGUILayout.Toggle("Sync parameter values?", _target.syncParamValues, string.Empty, "If True, the ActionList asset's parameter values will be shared amongst all linked ActionLists");
            }
            _target.actionListType = (ActionListType)CustomGUILayout.EnumPopup("When running:", _target.actionListType, string.Empty, "The effect that running the Actions has on the rest of the game");
            if (_target.actionListType == ActionListType.PauseGameplay)
            {
                _target.isSkippable = CustomGUILayout.Toggle("Is skippable?", _target.isSkippable, string.Empty, "If True, the Actions will be skipped when the user presses the 'EndCutscene' Input button");
            }
            _target.triggerType        = CustomGUILayout.Popup("Trigger type:", _target.triggerType, Options, string.Empty, "What kind of contact the Trigger reacts to");
            _target.triggerReacts      = (TriggerReacts)CustomGUILayout.EnumPopup("Reacts:", _target.triggerReacts, string.Empty, "The state of the game under which the trigger reacts");
            _target.cancelInteractions = CustomGUILayout.Toggle("Cancels interactions?", _target.cancelInteractions, string.Empty, "If True, and the Player sets off the Trigger while walking towards a Hotspot Interaction, then the Player will stop and the Interaction will be cancelled");
            _target.tagID = ShowTagUI(_target.actions.ToArray(), _target.tagID);

            if (_target.source == ActionListSource.InScene)
            {
                _target.useParameters = CustomGUILayout.Toggle("Set collider as parameter?", _target.useParameters, string.Empty, "If True, the colliding object will be provided as a GameObject parameter");
                if (_target.useParameters)
                {
                    EditorGUILayout.HelpBox("A GameObject parameter will be automatically defined by the Trigger.", MessageType.Info);
                }
            }
            else if (_target.source == ActionListSource.AssetFile &&
                     _target.assetFile != null &&
                     _target.assetFile.NumParameters > 0)
            {
                _target.gameObjectParameterID = Action.ChooseParameterGUI("Collider parameter:", _target.assetFile.DefaultParameters, _target.gameObjectParameterID, ParameterType.GameObject, -1, "The GameObject parameter to automatically set as the colliding object when run.");
            }

            _target.detectionMethod = (TriggerDetectionMethod)CustomGUILayout.EnumPopup("Detection method:", _target.detectionMethod, string.Empty, "How this Trigger detects objects. If 'Rigidbody Collider', then it requires that incoming objects have a Rigidbody and a Collider - and it will rely on collisions.  If 'Point Based', it will check an incoming object's root position for whether it is within the Trigger's collider boundary.");

            EditorGUILayout.Space();
            if (_target.detectionMethod == TriggerDetectionMethod.RigidbodyCollision)
            {
                _target.detects = (TriggerDetects)CustomGUILayout.EnumPopup("Trigger detects:", _target.detects, string.Empty, "What the Trigger will react to");
                switch (_target.detects)
                {
                case TriggerDetects.AnyObjectWithComponent:
                    _target.detectComponent = CustomGUILayout.TextField("Component name:", _target.detectComponent, string.Empty, "The component that must be attached to an object for the Trigger to react to");
                    EditorGUILayout.HelpBox("Multiple component names should be separated by a colon ';'", MessageType.Info);
                    break;

                case TriggerDetects.AnyObjectWithTag:
                    _target.detectComponent = CustomGUILayout.TextField("Tag name:", _target.detectComponent, string.Empty, "The tag that an object must have for the Trigger to react to");
                    EditorGUILayout.HelpBox("Multiple tags should be separated by a colon ';'", MessageType.Info);
                    break;

                case TriggerDetects.SetObject:
                    _target.obToDetect = (GameObject)CustomGUILayout.ObjectField <GameObject> ("Object to detect:", _target.obToDetect, true, string.Empty, "The GameObject that the Trigger reacts to");
                    break;

                case TriggerDetects.Player:
                    if (KickStarter.settingsManager != null && KickStarter.settingsManager.playerSwitching == PlayerSwitching.Allow)
                    {
                        EditorGUILayout.HelpBox("Only the active Player will be detected. To detect all Players, set the 'Detection method' to 'Component name'", MessageType.Info);
                    }
                    break;

                default:
                    break;
                }
            }
            else if (_target.detectionMethod == TriggerDetectionMethod.TransformPosition)
            {
                if (KickStarter.settingsManager == null || KickStarter.settingsManager.playerSwitching == PlayerSwitching.DoNotAllow)
                {
                    _target.detectsPlayer = CustomGUILayout.Toggle("Detect Player?", _target.detectsPlayer);
                }
                else
                {
                    _target.detectsPlayer = CustomGUILayout.Toggle("Detect active Player?", _target.detectsPlayer);
                    if (_target.detectsPlayer)
                    {
                        _target.detectsAllPlayers = CustomGUILayout.Toggle("Detect inactive Players?", _target.detectsAllPlayers);
                    }
                }

                if (_target.obsToDetect == null)
                {
                    _target.obsToDetect = new List <GameObject>();
                }
                int numObs    = _target.obsToDetect.Count;
                int newNumObs = EditorGUILayout.DelayedIntField("# " + ((_target.detectsPlayer) ? "other " : string.Empty) + "objects to detect:", numObs);
                if (newNumObs < 0)
                {
                    newNumObs = 0;
                }
                if (newNumObs != numObs)
                {
                    _target.obsToDetect = ResizeList(_target.obsToDetect, newNumObs);
                }

                for (int i = 0; i < _target.obsToDetect.Count; i++)
                {
                    _target.obsToDetect[i] = (GameObject)EditorGUILayout.ObjectField("Object #" + i + ":", _target.obsToDetect[i], typeof(GameObject), true);
                }
            }
            CustomGUILayout.EndVertical();

            if (_target.source == ActionListSource.InScene && _target.useParameters)
            {
                if (_target.parameters.Count < 1)
                {
                    ActionParameter newParameter = new ActionParameter(0);
                    newParameter.parameterType = ParameterType.GameObject;
                    newParameter.label         = "Collision object";
                    _target.parameters.Clear();
                    _target.parameters.Add(newParameter);
                }
            }
        }
 protected void OnEnable()
 {
     ownTrigger = GetComponent <AC_Trigger>();
     EventManager.OnRunTrigger += OnRunTrigger;
 }
Beispiel #16
0
 /**
  * <summary>Registers a AC_Trigger, so that it can be updated</summary>
  * <param name = "_object">The AC_Trigger to register</param>
  */
 public void Register(AC_Trigger _object)
 {
     triggers.Add(_object);
 }
Beispiel #17
0
 /**
  * <summary>Unregisters a AC_Trigger, so that it is no longer updated</summary>
  * <param name = "_object">The AC_Trigger to unregister</param>
  */
 public void Unregister(AC_Trigger _object)
 {
     triggers.Remove(_object);
 }
Beispiel #18
0
        public static void PropertiesGUI(AC_Trigger _target)
        {
            string[] Options = { "On enter", "Continuous", "On exit" };

            if (Application.isPlaying)
            {
                if (!_target.IsOn())
                {
                    EditorGUILayout.HelpBox("Current state: OFF", MessageType.Info);
                }
            }

            EditorGUILayout.BeginVertical("Button");
            EditorGUILayout.LabelField("Trigger properties", EditorStyles.boldLabel);
            _target.source = (ActionListSource)CustomGUILayout.EnumPopup("Actions source:", _target.source, "", "Where the Actions are stored");
            if (_target.source == ActionListSource.AssetFile)
            {
                _target.assetFile       = (ActionListAsset)CustomGUILayout.ObjectField <ActionListAsset> ("ActionList asset:", _target.assetFile, false, "", "The ActionList asset that stores the Actions");
                _target.syncParamValues = CustomGUILayout.Toggle("Sync parameter values?", _target.syncParamValues, "", "If True, the ActionList asset's parameter values will be shared amongst all linked ActionLists");
            }
            _target.actionListType = (ActionListType)CustomGUILayout.EnumPopup("When running:", _target.actionListType, "", "The effect that running the Actions has on the rest of the game");
            if (_target.actionListType == ActionListType.PauseGameplay)
            {
                _target.isSkippable = CustomGUILayout.Toggle("Is skippable?", _target.isSkippable, "", "If True, the Actions will be skipped when the user presses the 'EndCutscene' Input button");
            }
            _target.triggerType        = CustomGUILayout.Popup("Trigger type:", _target.triggerType, Options, "", "What kind of contact the Trigger reacts to");
            _target.triggerReacts      = (TriggerReacts)CustomGUILayout.EnumPopup("Reacts:", _target.triggerReacts, "", "The state of the game under which the trigger reacts");
            _target.cancelInteractions = CustomGUILayout.Toggle("Cancels interactions?", _target.cancelInteractions, "", "If True, and the Player sets off the Trigger while walking towards a Hotspot Interaction, then the Player will stop and the Interaction will be cancelled");
            _target.tagID         = ShowTagUI(_target.actions.ToArray(), _target.tagID);
            _target.useParameters = CustomGUILayout.Toggle("Set collider as parameter?", _target.useParameters, "", "If True, the colliding object will be provided as a GameObject parameter");

            EditorGUILayout.Space();
            _target.detects = (TriggerDetects)CustomGUILayout.EnumPopup("Trigger detects:", _target.detects, "", "What the Trigger will react to");
            if (_target.detects == TriggerDetects.AnyObjectWithComponent)
            {
                _target.detectComponent = CustomGUILayout.TextField("Component name:", _target.detectComponent, "", "The component that must be attached to an object for the Trigger to react to");
                EditorGUILayout.HelpBox("Multiple component names should be separated by a colon ';'", MessageType.Info);
            }
            else if (_target.detects == TriggerDetects.AnyObjectWithTag)
            {
                _target.detectComponent = CustomGUILayout.TextField("Tag name:", _target.detectComponent, "", "The tag that an object must have for the Trigger to react to");
                EditorGUILayout.HelpBox("Multiple tags should be separated by a colon ';'", MessageType.Info);
            }
            else if (_target.detects == TriggerDetects.SetObject)
            {
                _target.obToDetect = (GameObject)CustomGUILayout.ObjectField <GameObject> ("Object to detect:", _target.obToDetect, true, "", "The GameObject that the Trigger reacts to");
            }
            EditorGUILayout.EndVertical();

            if (_target.useParameters)
            {
                if (_target.parameters.Count != 1)
                {
                    ActionParameter newParameter = new ActionParameter(0);
                    newParameter.parameterType = ParameterType.GameObject;
                    newParameter.label         = "Collision object";
                    _target.parameters.Clear();
                    _target.parameters.Add(newParameter);
                }
            }
        }