/// <summary> /// Transition player through an interior door to building exterior. Player must be inside. /// Interior stores information about exterior, no need for extra params. /// </summary> public void TransitionExterior(bool doFade = false) { // Exit if missing required components or not currently inside if (!ReferenceComponents() || !interior || !isPlayerInside) { return; } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingExterior); // Find closest door and position player outside of it StaticDoor closestDoor; Vector3 closestDoorPos = DaggerfallStaticDoors.FindClosestDoor(transform.position, ExteriorDoors, out closestDoor); Vector3 normal = DaggerfallStaticDoors.GetDoorNormal(closestDoor); Vector3 position = closestDoorPos + normal * (controller.radius * 3f); world.SetAutoReposition(StreamingWorld.RepositionMethods.Offset, position); EnableExteriorParent(); // Player is now outside building isPlayerInside = false; // Fire event RaiseOnTransitionExteriorEvent(); // Fade in from black if (doFade) { DaggerfallUI.Instance.FadeHUDFromBlack(); } }
/// <summary> /// Transition player through an interior door to building exterior. Player must be inside. /// Interior stores information about exterior, no need for extra params. /// </summary> public void TransitionExterior() { // Exit if missing required components or not currently inside if (!ReferenceComponents() || !interior || !isPlayerInside) { return; } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingExterior); // Find closest exterior door Vector3 exitDoorPos = Vector3.zero; int doorIndex = -1; DaggerfallStaticDoors exteriorDoors = interior.ExteriorDoors; if (exteriorDoors) { if (!exteriorDoors.FindClosestDoorToPlayer(transform.position, interior.EntryDoor.recordIndex, out exitDoorPos, out doorIndex)) { // Could not find exterior door or fall back to entry door // Just push player outside of building, better than having them trapped inside exitDoorPos = transform.position + transform.forward * 4; } } // Enable exterior parent if (ExteriorParent != null) { ExteriorParent.SetActive(true); } // Disable interior parent if (InteriorParent != null) { InteriorParent.SetActive(false); } // Destroy interior game object Destroy(interior.gameObject); interior = null; // Set player outside exterior door position transform.position = exitDoorPos; if (doorIndex >= 0) { // Adjust player position and facing Vector3 normal = exteriorDoors.GetDoorNormal(doorIndex); transform.position += normal * (controller.radius * 2f); SetFacing(normal); SetStanding(); } // Player is now outside building isPlayerInside = false; // Fire event RaiseOnTransitionExteriorEvent(); }
private void AddDoors(StaticDoor[] doors, GameObject target) { if (doors != null && target != null) { DaggerfallStaticDoors c = target.AddComponent <DaggerfallStaticDoors>(); c.Doors = doors; } }
/// <summary> /// Transition player through an interior door to building exterior. Player must be inside. /// Interior stores information about exterior, no need for extra params. /// </summary> public void TransitionExterior(bool doFade = false) { // Exit if missing required components or not currently inside if (!ReferenceComponents() || !interior || !isPlayerInside) { return; } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingExterior); //// Find closest exterior door //Vector3 exitDoorPos = Vector3.zero; //int doorIndex = -1; //DaggerfallStaticDoors exteriorDoors = interior.ExteriorDoors; //if (exteriorDoors) //{ // if (!exteriorDoors.FindClosestDoorToPlayer(transform.position, interior.EntryDoor.recordIndex, out exitDoorPos, out doorIndex)) // { // // Could not find exterior door or fall back to entry door // // Just push player outside of building, better than having them trapped inside // exitDoorPos = transform.position + transform.forward * 4; // } //} // Find closest door and position player outside of it StaticDoor closestDoor; Vector3 closestDoorPos = DaggerfallStaticDoors.FindClosestDoor(transform.position, exteriorDoors, out closestDoor); Vector3 normal = DaggerfallStaticDoors.GetDoorNormal(closestDoor); Vector3 position = closestDoorPos + normal * (controller.radius * 2f); world.SetAutoReposition(StreamingWorld.RepositionMethods.Offset, position); EnableExteriorParent(); //// Set player outside exterior door position //transform.position = exitDoorPos; //if (doorIndex >= 0) //{ // // Adjust player position and facing // Vector3 normal = exteriorDoors.GetDoorNormal(doorIndex); // transform.position += normal * (controller.radius * 2f); // //SetFacing(normal); // SetStanding(); //} // Player is now outside building isPlayerInside = false; // Fire event RaiseOnTransitionExteriorEvent(); // Fade in from black if (doFade) { DaggerfallUI.Instance.FadeHUDFromBlack(); } }
// Check if raycast hit a static door private bool StaticDoorCheck(RaycastHit hitInfo, out DaggerfallStaticDoors door) { door = hitInfo.transform.GetComponent <DaggerfallStaticDoors>(); if (door == null) { return(false); } return(true); }
private static void AddStaticDoors(StaticDoor[] doors, GameObject target) { DaggerfallStaticDoors c = target.GetComponent <DaggerfallStaticDoors>(); if (c == null) { c = target.AddComponent <DaggerfallStaticDoors>(); } if (doors != null && target != null) { c.Doors = doors; } }
// Look for doors on object, then on direct parent private DaggerfallStaticDoors GetDoors(Transform transform, out Transform owner) { owner = null; DaggerfallStaticDoors doors = transform.GetComponent <DaggerfallStaticDoors>(); if (!doors) { doors = transform.GetComponentInParent <DaggerfallStaticDoors>(); if (doors) { owner = doors.transform; } } else { owner = doors.transform; } return(doors); }
void Update() { if (mainCamera == null) { return; } // Fire ray into scene if (InputManager.Instance.ActionStarted(InputManager.Actions.ActivateCenterObject)) { // Using RaycastAll as hits can be blocked by decorations or other models // When this happens activation feels unresponsive to player // Also processing hit detection in order of priority Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward); RaycastHit[] hits; hits = Physics.RaycastAll(ray, RayDistance); if (hits != null) { // Check each hit in range for action, exit on first valid action processed for (int i = 0; i < hits.Length; i++) { // Check for a static door hit Transform doorOwner; DaggerfallStaticDoors doors = GetDoors(hits[i].transform, out doorOwner); if (doors && playerEnterExit) { StaticDoor door; if (doors.HasHit(hits[i].point, out door)) { if (door.doorType == DoorTypes.Building && !playerEnterExit.IsPlayerInside) { // Hit door while outside, transition inside playerEnterExit.TransitionInterior(doorOwner, door, true); return; } else if (door.doorType == DoorTypes.Building && playerEnterExit.IsPlayerInside) { // Hit door while inside, transition outside playerEnterExit.TransitionExterior(true); return; } else if (door.doorType == DoorTypes.DungeonEntrance && !playerEnterExit.IsPlayerInside) { if (playerGPS) { // Hit dungeon door while outside, transition inside playerEnterExit.TransitionDungeonInterior(doorOwner, door, playerGPS.CurrentLocation, true); return; } } else if (door.doorType == DoorTypes.DungeonExit && playerEnterExit.IsPlayerInside) { // Hit dungeon exit while inside, transtion outside playerEnterExit.TransitionDungeonExterior(true); return; } } } // Check for an action door hit DaggerfallActionDoor actionDoor; if (ActionDoorCheck(hits[i], out actionDoor)) { actionDoor.ToggleDoor(); } // Check for action record hit DaggerfallAction action; if (ActionCheck(hits[i], out action)) { action.Receive(this.gameObject, DaggerfallAction.TriggerTypes.Direct); } // Check for lootable object hit DaggerfallLoot loot; if (LootCheck(hits[i], out loot)) { // For bodies, check has treasure first if (loot.ContainerType == LootContainerTypes.CorpseMarker && loot.Items.Count == 0) { DaggerfallUI.AddHUDText(HardStrings.theBodyHasNoTreasure); return; } // Open inventory window with loot as remote target DaggerfallUI.Instance.InventoryWindow.LootTarget = loot; DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenInventoryWindow); } } } } }
void Update() { if (mainCamera == null) { return; } // Change activate mode if (InputManager.Instance.ActionStarted(InputManager.Actions.StealMode)) { ChangeInteractionMode(PlayerActivateModes.Steal); } else if (InputManager.Instance.ActionStarted(InputManager.Actions.GrabMode)) { ChangeInteractionMode(PlayerActivateModes.Grab); } else if (InputManager.Instance.ActionStarted(InputManager.Actions.InfoMode)) { ChangeInteractionMode(PlayerActivateModes.Info); } else if (InputManager.Instance.ActionStarted(InputManager.Actions.TalkMode)) { ChangeInteractionMode(PlayerActivateModes.Talk); } // Fire ray into scene if (InputManager.Instance.ActionStarted(InputManager.Actions.ActivateCenterObject)) { // TODO: Clean all this up // Ray origin is slightly below camera height to ensure it originates inside player's own collider // This prevents ray from intersecting with player's own collider and blocking looting or low triggers Ray ray = new Ray(transform.position + Vector3.up * 0.7f, mainCamera.transform.forward); RaycastHit hit; RayDistance = 75f; // Approximates classic at full view distance (default setting). Classic seems to do raycasts for as far as it can render objects. bool hitSomething = Physics.Raycast(ray, out hit, RayDistance); if (hitSomething) { bool hitBuilding = false; bool buildingUnlocked = false; DFLocation.BuildingTypes buildingType = DFLocation.BuildingTypes.AllValid; StaticBuilding building = new StaticBuilding(); #region Hit Checks // Trigger quest resource behaviour click on anything but NPCs QuestResourceBehaviour questResourceBehaviour; if (QuestResourceBehaviourCheck(hit, out questResourceBehaviour)) { if (!(questResourceBehaviour.TargetResource is Person)) { if (hit.distance > (DefaultActivationDistance * MeshReader.GlobalScale)) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); return; } // Only trigger click when not in info mode if (currentMode != PlayerActivateModes.Info) { TriggerQuestResourceBehaviourClick(questResourceBehaviour); } } } // Check for a static building hit Transform buildingOwner; DaggerfallStaticBuildings buildings = GetBuildings(hit.transform, out buildingOwner); if (buildings) { if (buildings.HasHit(hit.point, out building)) { hitBuilding = true; // Get building directory for location BuildingDirectory buildingDirectory = GameManager.Instance.StreamingWorld.GetCurrentBuildingDirectory(); if (!buildingDirectory) { return; } // Get detailed building data from directory BuildingSummary buildingSummary; if (!buildingDirectory.GetBuildingSummary(building.buildingKey, out buildingSummary)) { return; } // Check if door is unlocked buildingUnlocked = BuildingIsUnlocked(buildingSummary); // Store building type buildingType = buildingSummary.BuildingType; if (currentMode == PlayerActivateModes.Info) { // Discover building GameManager.Instance.PlayerGPS.DiscoverBuilding(building.buildingKey); // Get discovered building PlayerGPS.DiscoveredBuilding db; if (GameManager.Instance.PlayerGPS.GetDiscoveredBuilding(building.buildingKey, out db)) { // TODO: Check against quest system for an overriding quest-assigned display name for this building DaggerfallUI.AddHUDText(db.displayName); if (!buildingUnlocked && buildingType < DFLocation.BuildingTypes.Temple && buildingType != DFLocation.BuildingTypes.HouseForSale) { string storeClosedMessage = HardStrings.storeClosed; storeClosedMessage = storeClosedMessage.Replace("%d1", openHours[(int)buildingType].ToString()); storeClosedMessage = storeClosedMessage.Replace("%d2", closeHours[(int)buildingType].ToString()); DaggerfallUI.Instance.PopupMessage(storeClosedMessage); } } } } } // Check for a static door hit Transform doorOwner; DaggerfallStaticDoors doors = GetDoors(hit.transform, out doorOwner); if (doors && playerEnterExit) { StaticDoor door; if (doors.HasHit(hit.point, out door)) { // Check if close enough to activate if (hit.distance > (DoorActivationDistance * MeshReader.GlobalScale)) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); return; } if (door.doorType == DoorTypes.Building && !playerEnterExit.IsPlayerInside) { // Discover building GameManager.Instance.PlayerGPS.DiscoverBuilding(building.buildingKey); // TODO: Implement lockpicking and door bashing for exterior doors // For now, any locked building door can be entered by using steal mode if (!buildingUnlocked) { if (currentMode != PlayerActivateModes.Steal) { string Locked = "Locked."; DaggerfallUI.Instance.PopupMessage(Locked); return; } else // Breaking into building { PlayerEntity player = GameManager.Instance.PlayerEntity; //player.TallyCrimeGuildRequirements(true, 1); } } // If entering a shop let player know the quality level // If entering an open home, show greeting if (hitBuilding) { const int houseGreetingsTextId = 256; DaggerfallMessageBox mb; if (buildingUnlocked && buildingType >= DFLocation.BuildingTypes.House1 && buildingType <= DFLocation.BuildingTypes.House4) { string greetingText = DaggerfallUnity.Instance.TextProvider.GetRandomText(houseGreetingsTextId); mb = DaggerfallUI.MessageBox(greetingText); } else { mb = PresentShopQuality(building); } if (mb != null) { // Defer transition to interior to after user closes messagebox deferredInteriorDoorOwner = doorOwner; deferredInteriorDoor = door; mb.OnClose += Popup_OnClose; return; } } // Hit door while outside, transition inside TransitionInterior(doorOwner, door, true); return; } else if (door.doorType == DoorTypes.Building && playerEnterExit.IsPlayerInside) { // Hit door while inside, transition outside playerEnterExit.TransitionExterior(true); return; } else if (door.doorType == DoorTypes.DungeonEntrance && !playerEnterExit.IsPlayerInside) { if (playerGPS) { // Hit dungeon door while outside, transition inside playerEnterExit.TransitionDungeonInterior(doorOwner, door, playerGPS.CurrentLocation, true); return; } } else if (door.doorType == DoorTypes.DungeonExit && playerEnterExit.IsPlayerInside) { // Hit dungeon exit while inside, ask if access wagon or transition outside if (GameManager.Instance.PlayerEntity.Items.Contains(ItemGroups.Transportation, (int)Transportation.Small_cart)) { DaggerfallMessageBox messageBox = new DaggerfallMessageBox(DaggerfallUI.UIManager, DaggerfallMessageBox.CommonMessageBoxButtons.YesNo, 38, DaggerfallUI.UIManager.TopWindow); messageBox.OnButtonClick += DungeonWagonAccess_OnButtonClick; DaggerfallUI.UIManager.PushWindow(messageBox); return; } else { playerEnterExit.TransitionDungeonExterior(true); } } } } // Check for an action door hit DaggerfallActionDoor actionDoor; if (ActionDoorCheck(hit, out actionDoor)) { // Check if close enough to activate if (hit.distance > (DoorActivationDistance * MeshReader.GlobalScale)) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); return; } if (currentMode == PlayerActivateModes.Steal && actionDoor.IsLocked && !actionDoor.IsOpen) { actionDoor.AttemptLockpicking(); } else { actionDoor.ToggleDoor(true); } } // Check for action record hit DaggerfallAction action; if (ActionCheck(hit, out action)) { if (hit.distance <= (DefaultActivationDistance * MeshReader.GlobalScale)) { action.Receive(this.gameObject, DaggerfallAction.TriggerTypes.Direct); } } // Check for lootable object hit DaggerfallLoot loot; if (LootCheck(hit, out loot)) { switch (currentMode) { case PlayerActivateModes.Info: if (loot.ContainerType == LootContainerTypes.CorpseMarker && !string.IsNullOrEmpty(loot.entityName)) { string message = string.Empty; if (loot.isEnemyClass) { message = HardStrings.youSeeADeadPerson; } else { message = HardStrings.youSeeADead; message = message.Replace("%s", loot.entityName); } DaggerfallUI.Instance.PopupMessage(message); } break; case PlayerActivateModes.Grab: case PlayerActivateModes.Talk: case PlayerActivateModes.Steal: // Check if close enough to activate if (loot.ContainerType == LootContainerTypes.CorpseMarker) { if (hit.distance > CorpseActivationDistance * MeshReader.GlobalScale) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); break; } } else if (hit.distance > TreasureActivationDistance * MeshReader.GlobalScale) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); break; } // For bodies, check has treasure first if (loot.ContainerType == LootContainerTypes.CorpseMarker && loot.Items.Count == 0) { DaggerfallUI.AddHUDText(HardStrings.theBodyHasNoTreasure); break; } // Open inventory window with loot as remote target DaggerfallUI.Instance.InventoryWindow.LootTarget = loot; DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenInventoryWindow); break; } } // Check for static NPC hit StaticNPC npc; if (NPCCheck(hit, out npc)) { switch (currentMode) { case PlayerActivateModes.Info: PresentNPCInfo(npc); break; case PlayerActivateModes.Grab: case PlayerActivateModes.Talk: case PlayerActivateModes.Steal: if (hit.distance > (StaticNPCActivationDistance * MeshReader.GlobalScale)) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); break; } StaticNPCClick(npc); break; } } // Check for mobile NPC hit MobilePersonNPC mobileNpc = null; if (MobilePersonMotorCheck(hit, out mobileNpc)) { switch (currentMode) { case PlayerActivateModes.Info: case PlayerActivateModes.Grab: case PlayerActivateModes.Talk: if (hit.distance > (MobileNPCActivationDistance * MeshReader.GlobalScale)) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); break; } GameManager.Instance.TalkManager.TalkToMobileNPC(mobileNpc); break; case PlayerActivateModes.Steal: if (!mobileNpc.PickpocketByPlayerAttempted) { if (hit.distance > (PickpocketDistance * MeshReader.GlobalScale)) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); break; } mobileNpc.PickpocketByPlayerAttempted = true; Pickpocket(); } break; } } // Check for mobile enemy hit DaggerfallEntityBehaviour mobileEnemyBehaviour; if (MobileEnemyCheck(hit, out mobileEnemyBehaviour)) { EnemyEntity enemyEntity = mobileEnemyBehaviour.Entity as EnemyEntity; switch (currentMode) { case PlayerActivateModes.Info: case PlayerActivateModes.Grab: case PlayerActivateModes.Talk: if (enemyEntity != null) { MobileEnemy mobileEnemy = enemyEntity.MobileEnemy; bool startsWithVowel = "aeiouAEIOU".Contains(mobileEnemy.Name[0].ToString()); string message; if (startsWithVowel) { message = HardStrings.youSeeAn; } else { message = HardStrings.youSeeA; } message = message.Replace("%s", mobileEnemy.Name); DaggerfallUI.Instance.PopupMessage(message); } break; case PlayerActivateModes.Steal: // Classic allows pickpocketing of NPC mobiles and enemy mobiles. // In early versions the only enemy mobiles that can be pickpocketed are classes, // but patch 1.07.212 allows pickpocketing of creatures. // For now, the only enemy mobiles being allowed by DF Unity are classes. if (mobileEnemyBehaviour && (mobileEnemyBehaviour.EntityType != EntityTypes.EnemyClass)) { break; } // Classic doesn't set any flag when pickpocketing enemy mobiles, so infinite attempts are possible if (enemyEntity != null && !enemyEntity.PickpocketByPlayerAttempted) { if (hit.distance > (PickpocketDistance * MeshReader.GlobalScale)) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); break; } enemyEntity.PickpocketByPlayerAttempted = true; Pickpocket(mobileEnemyBehaviour); } break; } } // Trigger ladder hit DaggerfallLadder ladder = hit.transform.GetComponent <DaggerfallLadder>(); if (ladder) { if (hit.distance > (DefaultActivationDistance * MeshReader.GlobalScale)) { DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway); return; } ladder.ClimbLadder(); } #endregion } } }
/// <summary> /// Transition player through an exterior door into building interior. /// </summary> /// <param name="doorOwner">Parent transform owning door array..</param> /// <param name="door">Exterior door player clicked on.</param> public void TransitionInterior(Transform doorOwner, StaticDoor door, bool doFade = false, bool start = true) { // Ensure we have component references if (!ReferenceComponents()) { return; } // Copy owner position to door // This ensures the door itself is all we need to reposition interior // Useful when loading a save and doorOwner is null (as outside world does not exist) if (doorOwner) { door.ownerPosition = doorOwner.position; door.ownerRotation = doorOwner.rotation; } if (!start) { // Update scene cache from serializable state for exterior->interior transition SaveLoadManager.CacheScene(world.SceneName); // Explicitly deregister all stateful objects since exterior isn't destroyed SaveLoadManager.DeregisterAllSerializableGameObjects(true); // Clear all stateful objects from world loose object tracking world.ClearStatefulLooseObjects(); } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingInterior, door); // Ensure expired rooms are removed GameManager.Instance.PlayerEntity.RemoveExpiredRentedRooms(); // Get climate ClimateBases climateBase = ClimateBases.Temperate; if (OverrideLocation) { climateBase = OverrideLocation.Summary.Climate; } else if (playerGPS) { climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType); } // Layout interior // This needs to be done first so we know where the enter markers are GameObject newInterior = new GameObject(DaggerfallInterior.GetSceneName(playerGPS.CurrentLocation, door)); newInterior.hideFlags = defaultHideFlags; interior = newInterior.AddComponent <DaggerfallInterior>(); // Try to layout interior // If we fail for any reason, use that old chestnut "this house has nothing of value" try { interior.DoLayout(doorOwner, door, climateBase, buildingDiscoveryData); } catch { DaggerfallUI.AddHUDText(HardStrings.thisHouseHasNothingOfValue); Destroy(newInterior); return; } // Position interior directly inside of exterior // This helps with finding closest enter/exit point relative to player position interior.transform.position = door.ownerPosition + (Vector3)door.buildingMatrix.GetColumn(3); interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix); // Position player above closest enter marker Vector3 marker; if (!interior.FindClosestEnterMarker(transform.position, out marker)) { // Could not find an enter marker, probably not a valid interior Destroy(newInterior); return; } // Enumerate all exterior doors belonging to this building DaggerfallStaticDoors exteriorStaticDoors = interior.ExteriorDoors; if (exteriorStaticDoors && doorOwner) { List <StaticDoor> buildingDoors = new List <StaticDoor>(); for (int i = 0; i < exteriorStaticDoors.Doors.Length; i++) { if (exteriorStaticDoors.Doors[i].recordIndex == door.recordIndex) { StaticDoor newDoor = exteriorStaticDoors.Doors[i]; newDoor.ownerPosition = doorOwner.position; newDoor.ownerRotation = doorOwner.rotation; buildingDoors.Add(newDoor); } } SetExteriorDoors(buildingDoors.ToArray()); } // Assign new interior to parent if (InteriorParent != null) { newInterior.transform.parent = InteriorParent.transform; } // Cache some information about this interior buildingType = interior.BuildingData.BuildingType; factionID = interior.BuildingData.FactionId; // Set player to marker position // TODO: Find closest door for player facing transform.position = marker + Vector3.up * (controller.height * 0.6f); SetStanding(); EnableInteriorParent(); // Add quest resources GameObjectHelper.AddQuestResourceObjects(SiteTypes.Building, interior.transform, interior.EntryDoor.buildingKey); // Update serializable state from scene cache for exterior->interior transition (unless new/load game) if (!start) { SaveLoadManager.RestoreCachedScene(interior.name); } // Raise event RaiseOnTransitionInteriorEvent(door, interior); // Fade in from black if (doFade) { DaggerfallUI.Instance.FadeHUDFromBlack(); } }
void Update() { if (mainCamera == null) { return; } // Change activate mode if (InputManager.Instance.ActionStarted(InputManager.Actions.StealMode)) { ChangeInteractionMode(PlayerActivateModes.Steal); } else if (InputManager.Instance.ActionStarted(InputManager.Actions.GrabMode)) { ChangeInteractionMode(PlayerActivateModes.Grab); } else if (InputManager.Instance.ActionStarted(InputManager.Actions.InfoMode)) { ChangeInteractionMode(PlayerActivateModes.Info); } else if (InputManager.Instance.ActionStarted(InputManager.Actions.TalkMode)) { ChangeInteractionMode(PlayerActivateModes.Talk); } // Fire ray into scene if (InputManager.Instance.ActionStarted(InputManager.Actions.ActivateCenterObject)) { // TODO: Clean all this up and support mobile enemy info-clicks // Using RaycastAll as hits can be blocked by decorations or other models // When this happens activation feels unresponsive to player // Also processing hit detection in order of priority Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward); RaycastHit[] hits; hits = Physics.RaycastAll(ray, RayDistance); if (hits != null) { // Check each hit in range for action, exit on first valid action processed bool hitBuilding = false; StaticBuilding building = new StaticBuilding(); for (int i = 0; i < hits.Length; i++) { #region Hit Checks // Check for a static building hit Transform buildingOwner; DaggerfallStaticBuildings buildings = GetBuildings(hits[i].transform, out buildingOwner); if (buildings) { if (buildings.HasHit(hits[i].point, out building)) { hitBuilding = true; // Show building info if (currentMode == PlayerActivateModes.Info) { PresentBuildingInfo(building); } } } // Check for a static door hit Transform doorOwner; DaggerfallStaticDoors doors = GetDoors(hits[i].transform, out doorOwner); if (doors && playerEnterExit) { StaticDoor door; if (doors.HasHit(hits[i].point, out door)) { if (door.doorType == DoorTypes.Building && !playerEnterExit.IsPlayerInside) { // If entering a shop let player know the quality level if (hitBuilding) { DaggerfallMessageBox mb = PresentShopQuality(building); if (mb != null) { // Defer transition to interior to after user closes messagebox deferredInteriorDoorOwner = doorOwner; deferredInteriorDoor = door; mb.OnClose += ShopQualityPopup_OnClose; return; } } // Hit door while outside, transition inside playerEnterExit.TransitionInterior(doorOwner, door, true); return; } else if (door.doorType == DoorTypes.Building && playerEnterExit.IsPlayerInside) { // Hit door while inside, transition outside playerEnterExit.TransitionExterior(true); return; } else if (door.doorType == DoorTypes.DungeonEntrance && !playerEnterExit.IsPlayerInside) { if (playerGPS) { // Hit dungeon door while outside, transition inside playerEnterExit.TransitionDungeonInterior(doorOwner, door, playerGPS.CurrentLocation, true); return; } } else if (door.doorType == DoorTypes.DungeonExit && playerEnterExit.IsPlayerInside) { // Hit dungeon exit while inside, transition outside playerEnterExit.TransitionDungeonExterior(true); return; } } } // Check for an action door hit DaggerfallActionDoor actionDoor; if (ActionDoorCheck(hits[i], out actionDoor)) { if (currentMode == PlayerActivateModes.Steal && actionDoor.IsLocked) { if (actionDoor.IsNoLongerPickable) { return; } else { actionDoor.AttemptLockpicking(); } } else { actionDoor.ToggleDoor(); } } // Check for action record hit DaggerfallAction action; if (ActionCheck(hits[i], out action)) { action.Receive(this.gameObject, DaggerfallAction.TriggerTypes.Direct); } // Check for lootable object hit DaggerfallLoot loot; if (LootCheck(hits[i], out loot)) { // For bodies, check has treasure first if (loot.ContainerType == LootContainerTypes.CorpseMarker && loot.Items.Count == 0) { DaggerfallUI.AddHUDText(HardStrings.theBodyHasNoTreasure); return; } // Open inventory window with loot as remote target DaggerfallUI.Instance.InventoryWindow.LootTarget = loot; DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenInventoryWindow); } // Check for static NPC hit StaticNPC npc; if (NPCCheck(hits[i], out npc)) { switch (currentMode) { case PlayerActivateModes.Info: PresentNPCInfo(npc); break; case PlayerActivateModes.Grab: case PlayerActivateModes.Talk: SpecialNPCClick(npc); QuestorCheck(npc); break; } } // Trigger general quest resource behaviour click // Note: This will cause a second click on special NPCs, look into a way to unify this handling QuestResourceBehaviour questResourceBehaviour; if (QuestResourceBehaviourCheck(hits[i], out questResourceBehaviour)) { TriggerQuestResourceBehaviourClick(questResourceBehaviour); } #endregion } } } }
void Update() { if (mainCamera == null || uiOwner.GetComponent <UIManager>().isUIOpen) { return; } // Fire ray into scene if (Input.GetButtonDown("Fire1")) { // Using RaycastAll as hits can be blocked by decorations or other models // When this happens activation feels unresponsive to player // Also processing hit detection in order of priority Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward); RaycastHit[] hits; hits = Physics.RaycastAll(ray, RayDistance); if (hits != null) { // Check each hit in range for action, exit on first valid action processed for (int i = 0; i < hits.Length; i++) { // Check for an action door hit DaggerfallActionDoor actionDoor; if (ActionDoorCheck(hits[i], out actionDoor)) { actionDoor.ToggleDoor(); return; } // Check for action record hit DaggerfallAction action; if (ActionCheck(hits[i], out action)) { action.Play(); return; } // Check for a static door hit Transform doorOwner; DaggerfallStaticDoors doors = GetDoors(hits[i].transform, out doorOwner); if (doors && playerEnterExit) { StaticDoor door; if (doors.HasHit(hits[i].point, out door)) { if (door.doorType == DoorTypes.Building && !playerEnterExit.IsPlayerInside) { // Hit door while outside, transition inside playerEnterExit.TransitionInterior(doorOwner, door); return; } else if (door.doorType == DoorTypes.Building && playerEnterExit.IsPlayerInside) { // Hit door while inside, transition outside playerEnterExit.TransitionExterior(); return; } else if (door.doorType == DoorTypes.DungeonEntrance && !playerEnterExit.IsPlayerInside) { if (playerGPS) { // Hit dungeon door while outside, transition inside playerEnterExit.TransitionDungeonInterior(doorOwner, door, playerGPS.CurrentLocation); return; } } else if (door.doorType == DoorTypes.DungeonExit && playerEnterExit.IsPlayerInside) { // Hit dungeon exit while inside, transtion outside playerEnterExit.TransitionDungeonExterior(); return; } } } } } } }
// Check if raycast hit a static door private bool StaticDoorCheck(RaycastHit hitInfo, out DaggerfallStaticDoors door) { door = hitInfo.transform.GetComponent<DaggerfallStaticDoors>(); if (door == null) return false; return true; }
/// <summary> /// Transition player through a dungeon entrance door into dungeon interior. /// </summary> /// <param name="doorOwner">Parent transform owning door array.</param> /// <param name="door">Exterior door player clicked on.</param> public void TransitionDungeonInterior(Transform doorOwner, StaticDoor door, DFLocation location, bool doFade = false) { // Ensure we have component references if (!ReferenceComponents()) { return; } // Reset dungeon block on entering dungeon lastPlayerDungeonBlockIndex = -1; playerDungeonBlockData = new DFLocation.DungeonBlock(); // Override location if specified if (OverrideLocation != null) { DFLocation overrideLocation = dfUnity.ContentReader.MapFileReader.GetLocation(OverrideLocation.Summary.RegionName, OverrideLocation.Summary.LocationName); if (overrideLocation.Loaded) { location = overrideLocation; } } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToDungeonInterior, door); // Layout dungeon GameObject newDungeon = GameObjectHelper.CreateDaggerfallDungeonGameObject(location, DungeonParent.transform); newDungeon.hideFlags = defaultHideFlags; dungeon = newDungeon.GetComponent <DaggerfallDungeon>(); // Find start marker to position player if (!dungeon.StartMarker) { // Could not find a start marker Destroy(newDungeon); return; } EnableDungeonParent(); // Set to start position MovePlayerToMarker(dungeon.StartMarker); // Find closest dungeon exit door to orient player StaticDoor[] doors = DaggerfallStaticDoors.FindDoorsInCollections(dungeon.StaticDoorCollections, DoorTypes.DungeonExit); if (doors != null && doors.Length > 0) { Vector3 doorPos; int doorIndex; if (DaggerfallStaticDoors.FindClosestDoorToPlayer(transform.position, doors, out doorPos, out doorIndex)) { // Set player facing away from door PlayerMouseLook playerMouseLook = GameManager.Instance.PlayerMouseLook; if (playerMouseLook) { Vector3 normal = DaggerfallStaticDoors.GetDoorNormal(doors[doorIndex]); playerMouseLook.SetFacing(normal); } } } // Raise event RaiseOnTransitionDungeonInteriorEvent(door, dungeon); // Fade in from black if (doFade) { DaggerfallUI.Instance.FadeHUDFromBlack(); } }
public void UpdateMarkers(bool RemoveMarkersOnly = false) { foreach (GameObject marker in buildingInfoCollection) { if (marker.GetComponent <BuildingMarker>() != null) { BuildingMarker markerInstance = marker.GetComponent <BuildingMarker>(); Destroy(markerInstance.marker.attachedDoorIcon); Destroy(markerInstance.marker.attachedLabel); Destroy(markerInstance.marker.attachedMesh); Destroy(markerInstance.marker.attachedQuestIcon); Destroy(markerInstance.marker.attachedIcon); Destroy(markerInstance); } if (marker != null) { Destroy(marker); } } buildingInfoCollection.Clear(); buildingInfoCollection = new List <GameObject>(); if (RemoveMarkersOnly) { return; } generatingMarkers = true; //Vector3 position = currentCityNav.WorldToScenePosition(new DFPosition(Minimap.currentLocation.Summary.MapPixelX, Minimap.currentLocation.Summary.MapPixelX), true); List <BuildingSummary> housesForSaleList = buildingDirectory.GetHousesForSale(); foreach (DaggerfallRMBBlock block in blockArray) { Vector3 blockPosition = block.transform.position; //setup a new static buildings object to hold the rmb blocks static buildings object. DaggerfallStaticBuildings staticBuildingContainer = block.GetComponentInChildren <DaggerfallStaticBuildings>(); //if there are not any buildings in this block, stop code from crashing script and return. if (staticBuildingContainer == null) { continue; } //resize static building array based on the number of static building pbjects in the container. StaticBuildingArray = new StaticBuilding[staticBuildingContainer.transform.childCount]; //load blocks static building array into the empty array for looping through. StaticBuildingArray = staticBuildingContainer.Buildings; // Find the doors for the buildings and drop into a list for referencing below when setting up individual building information. StaticDoor[] doors = DaggerfallStaticDoors.FindDoorsInCollections(GameManager.Instance.StreamingWorld.CurrentPlayerLocationObject.StaticDoorCollections, DoorTypes.Building); List <CombineInstance> houseMeshList = new List <CombineInstance>(); //runs through building array. foreach (StaticBuilding building in StaticBuildingArray) { //sets up and grabes the current buildings material, summary object/info, placing/final position, game model. BuildingSummary SavedBuilding = new BuildingSummary(); buildingDirectory.GetBuildingSummary(building.buildingKey, out SavedBuilding); if (SavedBuilding.BuildingType == DFLocation.BuildingTypes.AllValid) { continue; } Vector3 markerPosition = new Vector3(0, 0, 0); if (building.size.z > tallestSpot) { tallestSpot = building.size.z; } //create gameobject for building marker. GameObject buildingMarkerObject = GameObjectHelper.CreateDaggerfallMeshGameObject(SavedBuilding.ModelID, null, false, null, true, false); buildingMarkerObject.GetComponent <Renderer>().enabled = false; buildingMarkerObject.transform.position = new Vector3(blockPosition.x + SavedBuilding.Position.x, blockPosition.y + tallestSpot + 10f, blockPosition.z + SavedBuilding.Position.z); //buildingMarkerObject.SetActive(false); BuildingMarker buildingsInfo = buildingMarkerObject.AddComponent <BuildingMarker>(); MeshRenderer buildingMesh = buildingMarkerObject.GetComponent <MeshRenderer>(); buildingsInfo.marker.attachedMesh = buildingMarkerObject; buildingMarkerObject.transform.position = buildingMarkerObject.transform.position; buildingMarkerObject.transform.Rotate(SavedBuilding.Rotation); buildingMarkerObject.layer = Minimap.layerMinimap; buildingMarkerObject.transform.localScale = new Vector3(1, 0.01f, 1); buildingMarkerObject.name = string.Concat(SavedBuilding.BuildingType.ToString(), " Marker ", SavedBuilding.buildingKey); buildingMesh.shadowCastingMode = 0; buildingMesh.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off; buildingMesh.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion; //Destroy(buildingMarkerObject.GetComponent<MeshCollider>()); //grab and store all building info into the building marker object. buildingsInfo.marker.staticBuilding = building; buildingsInfo.marker.buildingSummary = SavedBuilding; buildingsInfo.marker.buildingKey = SavedBuilding.buildingKey; foreach (BuildingSummary buildingInfo in housesForSaleList) { if (buildingInfo.BuildingType == DFLocation.BuildingTypes.HouseForSale) { buildingsInfo.marker.buildingType = DFLocation.BuildingTypes.HouseForSale; } else { buildingsInfo.marker.buildingType = SavedBuilding.BuildingType; } } buildingsInfo.marker.buildingLocation = GameManager.Instance.PlayerGPS.CurrentLocation; //buildingPositionList.Add(new Vector3(block.transform.position.x + SavedBuilding.Position.x, SavedBuilding.Position.y, block.transform.position.z + SavedBuilding.Position.z)); buildingsInfo.marker.position = buildingMarkerObject.transform.position; foreach (StaticDoor buildingsDoor in doors) { if (building.buildingKey == buildingsDoor.buildingKey) { buildingsInfo.marker.doorPosition = DaggerfallStaticDoors.GetDoorPosition(buildingsDoor); } } //setup ref properties for quest resource locator below. bool pcLearnedAboutExistence = false; bool receivedDirectionalHints = false; bool locationWasMarkedOnMapByNPC = false; string overrideBuildingName = string.Empty; //check if the building contains a quest using quest resouces. If found to contain a quest, mark it so. if (GameManager.Instance.TalkManager.IsBuildingQuestResource(GameManager.Instance.PlayerGPS.CurrentMapID, buildingsInfo.marker.buildingKey, ref overrideBuildingName, ref pcLearnedAboutExistence, ref receivedDirectionalHints, ref locationWasMarkedOnMapByNPC)) { Minimap.lastQuestMarkerPosition = buildingsInfo.marker.position; buildingsInfo.marker.questActive = true; } //save building to building collection. This is more for other modders to use how they wish, since it contains all the building info for every building in a city. buildingInfoCollection.Add(buildingMarkerObject); } } markersGenerated = true; }
/// <summary> /// Transition player through an exterior door into building interior. /// </summary> /// <param name="doorOwner">Parent transform owning door array..</param> /// <param name="door">Exterior door player clicked on.</param> public void TransitionInterior(Transform doorOwner, StaticDoor door, bool doFade = false) { // Ensure we have component references if (!ReferenceComponents()) { return; } // Copy owner position to door // This ensures the door itself is all we need to reposition interior // Useful when loading a save and doorOwner is null (as outside world does not exist) if (doorOwner) { door.ownerPosition = doorOwner.position; door.ownerRotation = doorOwner.rotation; } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingInterior, door); // Get climate ClimateBases climateBase = ClimateBases.Temperate; if (OverrideLocation) { climateBase = OverrideLocation.Summary.Climate; } else if (playerGPS) { climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType); } // Layout interior // This needs to be done first so we know where the enter markers are GameObject newInterior = new GameObject(string.Format("DaggerfallInterior [Block={0}, Record={1}]", door.blockIndex, door.recordIndex)); newInterior.hideFlags = defaultHideFlags; interior = newInterior.AddComponent <DaggerfallInterior>(); // Try to layout interior // If we fail for any reason, use that old chestnut "this house has nothing of value" try { interior.DoLayout(doorOwner, door, climateBase); } catch { DaggerfallUI.AddHUDText(UserInterfaceWindows.HardStrings.thisHouseHasNothingOfValue); Destroy(newInterior); return; } // Position interior directly inside of exterior // This helps with finding closest enter/exit point relative to player position interior.transform.position = door.ownerPosition + (Vector3)door.buildingMatrix.GetColumn(3); interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix); // Position player above closest enter marker Vector3 marker; if (!interior.FindClosestEnterMarker(transform.position, out marker)) { // Could not find an enter marker, probably not a valid interior Destroy(newInterior); return; } // Enumerate all exterior doors belonging to this building DaggerfallStaticDoors exteriorStaticDoors = interior.ExteriorDoors; if (exteriorStaticDoors && doorOwner) { List <StaticDoor> buildingDoors = new List <StaticDoor>(); for (int i = 0; i < exteriorStaticDoors.Doors.Length; i++) { if (exteriorStaticDoors.Doors[i].recordIndex == door.recordIndex) { StaticDoor newDoor = exteriorStaticDoors.Doors[i]; newDoor.ownerPosition = doorOwner.position; newDoor.ownerRotation = doorOwner.rotation; buildingDoors.Add(newDoor); } } SetExteriorDoors(buildingDoors.ToArray()); } // Assign new interior to parent if (InteriorParent != null) { newInterior.transform.parent = InteriorParent.transform; } // Cache some information about this interior buildingType = interior.BuildingData.BuildingType; // Set player to marker position // TODO: Find closest door for player facing transform.position = marker + Vector3.up * (controller.height * 0.6f); SetStanding(); EnableInteriorParent(); // Raise event RaiseOnTransitionInteriorEvent(door, interior); // Fade in from black if (doFade) { DaggerfallUI.Instance.FadeHUDFromBlack(); } }
/// <summary> /// Instantiate base RDB block by DFBlock data. /// </summary> /// <param name="blockData">Block data.</param> /// <param name="textureTable">Optional texture table for dungeon.</param> /// <param name="allowExitDoors">Add exit doors to block.</param> /// <param name="cloneFrom">Clone and build on a prefab object template.</param> /// <returns>Block GameObject.</returns> public static GameObject CreateBaseGameObject( ref DFBlock blockData, int[] textureTable = null, bool allowExitDoors = true, DaggerfallRDBBlock cloneFrom = null) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return(null); } // Use default texture table if one not specified if (textureTable == null) { textureTable = StaticTextureTables.DefaultTextureTable; } // Create gameobject GameObject go; string name = string.Format("DaggerfallBlock [{0}]", blockData.Name); if (cloneFrom != null) { go = GameObjectHelper.InstantiatePrefab(cloneFrom.gameObject, name, null, Vector3.zero); } else { go = new GameObject(name); go.AddComponent <DaggerfallRDBBlock>(); } // Setup combiner ModelCombiner combiner = null; if (dfUnity.Option_CombineRDB) { combiner = new ModelCombiner(); } // Add parent node GameObject modelsNode = new GameObject("Models"); GameObject actionModelsNode = new GameObject("Action Models"); modelsNode.transform.parent = go.transform; actionModelsNode.transform.parent = go.transform; // Add models List <StaticDoor> exitDoors; AddModels( dfUnity, ref blockData, textureTable, allowExitDoors, out exitDoors, combiner, modelsNode.transform, actionModelsNode.transform); // Apply combiner if (combiner != null) { if (combiner.VertexCount > 0) { combiner.Apply(); GameObject cgo = GameObjectHelper.CreateCombinedMeshGameObject( combiner, "CombinedModels", modelsNode.transform, dfUnity.Option_SetStaticFlags); cgo.GetComponent <DaggerfallMesh>().SetDungeonTextures(textureTable); } } // Add exit doors if (exitDoors.Count > 0) { DaggerfallStaticDoors c = go.AddComponent <DaggerfallStaticDoors>(); c.Doors = exitDoors.ToArray(); } return(go); }