private bool InteractHands(bool isDrag)
    {
        if (UIManager.Hands.CurrentSlot.Item != null && objectBehaviour.visibleState)
        {
            InputTrigger inputTrigger = UIManager.Hands.CurrentSlot.Item.GetComponent <InputTrigger>();
            if (inputTrigger != null)
            {
                bool interacted = false;
                if (isDrag)
                {
                    interacted = inputTrigger.TriggerDrag();
                }
                else
                {
                    interacted = inputTrigger.Trigger();
                }
                if (interacted)
                {
                    return(true);
                }
            }
        }

        return(false);
    }
Exemple #2
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    private bool InteractHands(bool isDrag)
    {
        if (UIManager.Hands.CurrentSlot.Item != null && objectBehaviour.visibleState)
        {
            InputTrigger inputTrigger = UIManager.Hands.CurrentSlot.Item.GetComponent <InputTrigger>();

            if (inputTrigger != null)
            {
                bool interacted       = false;
                var  interactPosition = Camera.main.ScreenToWorldPoint(CommonInput.mousePosition);
                if (isDrag)
                {
                    interacted = inputTrigger.TriggerDrag(interactPosition);
                }
                else
                {
                    interacted = inputTrigger.Trigger(interactPosition);
                }
                if (interacted)
                {
                    return(true);
                }
            }
        }

        return(false);
    }
    /// <summary>
    /// Checks for the various interactions that can occur and delegates to the appropriate trigger classes.
    /// Note that only one interaction is allowed to occur in this method - the first time any trigger returns true
    /// (indicating that interaction logic has occurred), the method returns.
    /// </summary>
    /// <param name="_transform">transform to check the interaction of</param>
    /// <param name="position">position the interaction is taking place</param>
    /// <param name="isDrag">is this during (but not at the very start of) a drag?</param>
    /// <returns>true iff an interaction occurred</returns>
    public bool Interact(Transform _transform, Vector3 position, bool isDrag)
    {
        if (playerMove.isGhost)
        {
            return(false);
        }

        //attempt to trigger the things in range we clicked on
        var localPlayer = PlayerManager.LocalPlayerScript;

        if (localPlayer.IsInReach(Camera.main.ScreenToWorldPoint(Input.mousePosition)) || localPlayer.IsHidden)
        {
            //Check for melee triggers first. If a melee interaction occurs, stop checking for any further interactions
            MeleeTrigger meleeTrigger = _transform.GetComponentInParent <MeleeTrigger>();
            //no melee action happens due to a drag
            if (meleeTrigger != null && !isDrag)
            {
                if (meleeTrigger.MeleeInteract(gameObject, UIManager.Hands.CurrentSlot.eventName))
                {
                    return(true);
                }
            }

            //check the actual transform for an input trigger and if there is non, check the parent
            InputTrigger inputTrigger = _transform.GetComponentInParent <InputTrigger>();
            if (inputTrigger)
            {
                if (objectBehaviour.visibleState)
                {
                    bool interacted = false;
                    if (isDrag)
                    {
                        interacted = inputTrigger.TriggerDrag(position);
                    }
                    else
                    {
                        interacted = inputTrigger.Trigger(position);
                    }

                    if (interacted)
                    {
                        return(true);
                    }

                    //FIXME currently input controller only uses the first InputTrigger found on an object
                    /////// some objects have more then 1 input trigger, like players for example
                    /////// below is a solution that should be removed when InputController is refactored
                    /////// to support multiple InputTriggers on the target object
                    if (inputTrigger.gameObject.layer == 8)
                    {
                        //This is a player. Attempt to use the player based inputTrigger
                        P2PInteractions playerInteractions = inputTrigger.gameObject.GetComponent <P2PInteractions>();
                        if (playerInteractions != null)
                        {
                            if (isDrag)
                            {
                                interacted = playerInteractions.TriggerDrag(position);
                            }
                            else
                            {
                                interacted = playerInteractions.Trigger(position);
                            }
                        }
                    }
                    if (interacted)
                    {
                        return(true);
                    }
                }
                //Allow interact with cupboards we are inside of!
                ClosetControl closet = inputTrigger.GetComponent <ClosetControl>();
                //no closet interaction happens when dragging
                if (closet && Camera2DFollow.followControl.target == closet.transform && !isDrag)
                {
                    if (inputTrigger.Trigger(position))
                    {
                        return(true);
                    }
                }
                return(false);
            }
        }

        //if we are holding onto an item like a gun attempt to shoot it if we were not in range to trigger anything
        return(InteractHands(isDrag));
    }
Exemple #4
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 /// <summary>
 /// Tries to trigger InputTrigger
 /// </summary>
 private static bool TryInputTrigger(Vector3 position, bool isDrag, InputTrigger inputTrigger)
 {
     return(isDrag ? inputTrigger.TriggerDrag(position) : inputTrigger.Trigger(position));
 }