Esempio n. 1
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        protected override void SetInitialValues()
        {
            _animatorVariables = new PlayerAnimatorVariables();
            _cinemachine       = GameObject.FindObjectOfType <CinemachineVirtualCamera>();
            _uIManager         = GameObject.FindObjectOfType <UIManager>();
            _playerStateManage = GameObject.FindObjectOfType <PlayerStateManager>();
            _activePlayerUI    = GameObject.FindObjectOfType <ActivePlayersUIComponent>();
            _animator          = this.GetComponent <Animator>();
            _audioComponent    = this.GetComponent <AudioComponent>();

            _damageDealerComponent = this.GetComponent <DamageDealerComponent>();
            _damageTakerComponent  = this.GetComponent <DamageTakerComponent>();

            _miniMapComponent = GameObject.FindObjectOfType <MiniMapComponent>();


            if (_canMoveByClick)
            {
                _movementMouseComponent = this.GetComponent <MovementMouseComponent>();
            }
            if (_canInteract)
            {
                _interactableComponent = this.GetComponent <InteractableComponent>();
            }
            if (_canPoop)
            {
                _stomachComponent = this.GetComponent <StomachComponent>();
            }
        }
    // Update is called once per frame
    void Update()
    {
        // Movement
        float   xInput          = Input.GetAxis("Horizontal");
        Vector2 currentVelocity = new Vector2(xInput * velocity, rb.velocity.y);

        rb.velocity = currentVelocity;

        if (Input.GetButtonDown("Jump") && grounded)
        {
            rb.velocity   += Vector2.up * jumpForce;
            grounded       = false;
            mainAudio.clip = jumpClip;
            mainAudio.Play();
        }

        if (rb.velocity.y <= gravityTreshold)
        {
            rb.velocity += Vector2.down * gravityMultiplier;
        }

        // Interaction
        if (Input.GetButtonDown("Interact") && interaction != null)
        {
            InteractableComponent inte = interaction.gameObject.GetComponent <InteractableComponent>();
            inte.InteractStart();
        }

        if (Input.GetButtonUp("Interact") && interaction != null)
        {
            InteractableComponent inte = interaction.gameObject.GetComponent <InteractableComponent>();
            inte.InteractStop();
        }
    }
Esempio n. 3
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        public bool StartCombat(DamageDealerComponent damageDealer)
        {
            if (!_readyToCombat)
            {
                return(false);
            }

            PlayerStructure playerStructure = _playerState.GetActivePlayerStructure();

            InteractableComponent interactableComponent = playerStructure.GetInteractableComponent();

            if (interactableComponent is null)
            {
                return(false);
            }
            if (!interactableComponent.CheckIfCanAtack())
            {
                return(false);
            }

            damageDealer.event_AlertAttack.Invoke();
            interactableComponent.SetInteractableState(EnumInteractableState.Atack, this.GetInstanceID());

            // Go to the correct position to attack
            playerStructure.GetMovementMouseComponent().ObjectGoTo(this.transform.position, _colliderToStopMovement.GetInstanceID());

            return(true);
        }
    public override void Initialize(Transform[] objects)
    {
        // list because I don't know size here
        List <Filter> tmpFilters = new List <Filter>();
        int           index      = 0;

        for (int i = 0; i < objects.Length; i++)
        {
            // check performance
            InventoryComponent  invC = objects[i].GetComponent <InventoryComponent>();
            InputComponent      inpC = objects[i].GetComponent <InputComponent>();
            InteractorComponent intC = objects[i].GetComponent <InteractorComponent>();
            MovementComponent   movC = objects[i].GetComponent <MovementComponent>();

            if (invC && inpC && intC && movC)
            {
                tmpFilters.Add(new Filter(index, objects[i].gameObject, invC, inpC, intC, movC));
            }
        }

        filters = tmpFilters.ToArray();

        environmentComponent   = GetComponentInChildren <EnvironmentComponent>();
        transportableComponent = GetComponentInChildren <CartComponent>();
        cartInteractable       = transportableComponent.GetComponent <InteractableComponent>();
        lightComponent         = GetComponentInChildren <LightComponent>();
        //villagerComponent = GetComponentInChildren<VillagerComponent>();
        travelComponent  = GetComponentInChildren <TravelComponent>();
        treeComponents   = GetComponentsInChildren <CollectibleComponent>();
        goapSystem       = GetComponent <GOAPSystem>();
        navMeshComponent = playerGO.GetComponent <NavMeshComponent>();
    }
    private void DisplayInteractUIElement(InteractableComponent interactable)
    {
        string interactString = "hold [A]" + interactable.interactionString;

        player.uiComponent.interactPrompt.interactTXT.text = interactString;
        player.eventComponent.OnDisplayUIElement(player.uiComponent.interactPrompt.gameObject, false);
    }
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     _isAttacking           = false;
     _damageDealerComponent = animator.GetComponentInParent <DamageDealerComponent>();
     _interactableComponent = animator.GetComponentInParent <InteractableComponent>();
     _damageTakerComponent  = animator.GetComponentInParent <DamageTakerComponent>();
 }
        //	Dictionary<InteractableComponent.INTERACTION_TYPE, bool> m_InteractiontypesChecker = new Dictionary<InteractableComponent.INTERACTION_TYPE, bool>();



        // Update is called once per frame
        protected override void OnUpdate()
        {
            m_RaycastObject = null;
            if (!CheckInteractionType(InteractableComponent.INTERACTION_TYPE.ON_CLICK) && !CheckInteractionType(InteractableComponent.INTERACTION_TYPE.ON_LONG_PRESS) && !CheckInteractionType(InteractableComponent.INTERACTION_TYPE.ON_CLICK_UP))
            {
                return;
            }



            EntityDescriptor desc = FindRayCastObject();

            if (desc != null)
            {
                InteractableComponent interactable = null;
                Type interactableType = typeof(InteractableComponent);

                interactable = (InteractableComponent)desc.m_IComponents[interactableType];
                if (interactable.m_IsInteractive)
                {
                    Debug.Log("Interaction with: " + desc.name);
                    ProcessInteractions(interactable);
                }
            }
        }
Esempio n. 8
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        public void Btn_EatFlower()
        {
            PlayerStructure       playerStructure       = _playerState.GetActivePlayerStructure();
            InteractableComponent interactableComponent = playerStructure.GetInteractableComponent();

            this.IniciateSomeInteraction(EnumInteractableState.EatFlower, playerStructure, interactableComponent);
        }
Esempio n. 9
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        IEnumerator DefenseOperation(DamageDealerComponent damageDealer)
        {
            float _internalCdw = 0f;

            if (damageDealer != null)
            {
                InteractableComponent enemyInteractableComponent = damageDealer.GetComponent <InteractableComponent>();

                while (_internalCdw <= damageDealer.CdwDamage)
                {
                    _internalCdw += Time.deltaTime;
                    yield return(new WaitForFixedUpdate());
                }

                if (enemyInteractableComponent.IsAttackingThisMonster(this.GetInstanceID()) && _readyToCombat)
                {
                    damageDealer.StartAtackAnimation(this);
                    StartCoroutine(DefenseOperation(damageDealer));
                }
                else
                {
                    _instanceIdEnemyList.Remove(damageDealer.GetInstanceID());
                }
            }
        }
Esempio n. 10
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "Checkpoint")
        {
            lastCheckpoint = collision.transform;
            return;
        }
        if (collision.gameObject.tag == "Star")
        {
            collision.gameObject.GetComponent <AudioSource>().Play();
            UnityEngine.SceneManagement.SceneManager.LoadScene("Main Menu");
            return;
        }
        if (collision.gameObject.tag == "Enemy")
        {
            Death();
            return;
        }
        InteractableComponent inter = collision.GetComponent <InteractableComponent>();

        if (inter != null)
        {
            interaction = collision;
        }
    }
 public void Deactivate()
 {
     _component = null;
     if (this != null)
     {
         this.gameObject.SetActive(false);
     }
 }
Esempio n. 12
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 private void StartPlantingProccess(PlayerStructure playerStrucute, InteractableComponent interactableComponent)
 {
     if (_plantSpotState != EnumPlantSpotState.Empty)
     {
         return;
     }
     this.IniciateSomeInteraction(EnumInteractableState.Plant, playerStrucute, interactableComponent);
 }
Esempio n. 13
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 private void OnTriggerStay(Collider other)
 {
     if (interacableLayers.ContainsLayer(other.gameObject.layer))
     {
         InteractableComponent interactable = other.GetComponent <InteractableComponent>();
         interactables.Add(interactable);
         SetFocus();
     }
 }
Esempio n. 14
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 public void RemoveFocus()
 {
     if (focus != null)
     {
         focus.OnDeFocused();
     }
     focus         = null;
     interactables = new List <InteractableComponent>();
 }
        public void StopDragging()
        {
            (List <RaycastHit2D>, List <RaycastResult>)underTheMouse = _mouseCursorComponent.GetEveryObjectUnderTheMouse();

            InventorySlotComponent targetInventorySlot = underTheMouse.Item2.Where(e => e.gameObject.GetComponent <InventorySlotComponent>() != null)
                                                         .Select(e => e.gameObject.GetComponent <InventorySlotComponent>())
                                                         .FirstOrDefault();

            InteractableComponent playerInteractableComponent = GetCurrentInteractableComponentUnderTheMouseThatsCanEat(underTheMouse);

            // => CHANGE ITEM SLOT
            if (targetInventorySlot != null && targetInventorySlot.GetInstanceID() != _dragInventorySlot.GetInstanceID())
            {
                if (targetInventorySlot.CheckIfCanAcceptItem(_dragItem))
                {
                    targetInventorySlot.SetItem(_dragItem);
                }
                else
                {
                    _dragInventorySlot.SetItem(_dragItem);
                }
            }
            // => FEED THE PLAYER
            else if (playerInteractableComponent != null && _dragItem.Item.ItemType == ScriptableComponents.Item.EnumItemScriptableType.Flower)
            {
                _dragItem.Amount--;

                playerInteractableComponent.EatFlowerByDrag(new ItemDTO()
                {
                    Item = _dragItem.Item, Amount = 1
                });

                if (_dragItem.Amount > 0)
                {
                    _dragInventorySlot.SetItem(_dragItem);
                }
            }
            // => DROP ITEM
            else if (targetInventorySlot == null)
            {
                this.DropItem();
            }
            // => PUT ITEM ON THE SAME SPOT
            else
            {
                _dragInventorySlot.SetItem(_dragItem);
            }

            _image.enabled     = false;
            transform.position = _initialPosition;
            _dragInventorySlot = null;
            IsDragging         = false;
            _mouseCursorComponent.HasItemUnderTheCursor = false;
        }
 void ProcessInteractions(InteractableComponent _interactable)
 {
     //if( interactable.inter InteractableComponent.INTERACTION_TYPE
     for (int i = 0; i < _interactable.m_Interactions.Count; i++)
     {
         if (CheckInteractionType(_interactable.m_Interactions[i].m_InteractionType))
         {
             UnityEvent uEvent = _interactable.m_Interactions[i].myUnityEvent;
             uEvent.Invoke();
         }
     }
 }
Esempio n. 17
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        public DamageDealerComponent GetDamageDealerComponent()
        {
            InteractableComponent interactableComponent = this.GetInteractableComponent();

            if (interactableComponent is null)
            {
                return(null);
            }

            if (!interactableComponent.CheckIfCanAtack())
            {
                return(null);
            }

            return(_damageDealerComponent);
        }
Esempio n. 18
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 bool interactWithObject()
 {
     if (currentInteractionObject == null)
     {
         Debug.Log("Nothing to interact with");
     }
     else
     {
         InteractableComponent interactableComponent = currentInteractionObject.GetComponent <InteractableComponent>();
         if (interactableComponent.CanInteract())
         {
             interactableComponent.OnInteraction();
             return(true);
         }
     }
     return(false);
 }
Esempio n. 19
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        private void ManageMouseOver()
        {
            InteractableComponent interactableComponent = _playerStateManager.GetActivePlayerStructure().GetInteractableComponent();

            if (interactableComponent is null)
            {
                return;
            }

            this.ManageMouseClick((hitUI) =>
            {
            },
                                  (hit) =>
            {
                IPlantable plantable = hit.collider.gameObject.GetComponent <IPlantable>();
                plantable?.MouseOver(true);
            });
        }
Esempio n. 20
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        public bool Interact()
        {
            PlayerStructure       playerStructure       = _playerState.GetActivePlayerStructure();
            InteractableComponent interactableComponent = playerStructure.GetInteractableComponent();

            if (interactableComponent is null)
            {
                return(false);
            }

            if (!interactableComponent.CanPlant && !interactableComponent.CanTakePlant && !interactableComponent.CanTakeSeed)
            {
                return(false);
            }

            ToggleInternalUIMenu();
            StartPlantingProccess(playerStructure, interactableComponent);

            return(true);
        }
Esempio n. 21
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    void Awake()
    {
        _interactable = GetComponent <InteractableComponent>();
        //_destructible = GetComponent<DestructibleComponent>();
        if (_interactable == null)        // && _destructible == null)
        {
            _interactable = gameObject.AddComponent <InteractableComponent>();
        }

        if (_interactable != null)
        {
            _interactable.onInteract += Loot;
        }
        //if (_destructible != null)
        //{
        //	_destructible.onDestroy += Loot;
        //}

        FixIDs();
    }
Esempio n. 22
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        protected override void SetInitialValues()
        {
            _internCanMove         = true;
            _animator              = this.GetComponent <Animator>();
            _rigidBody2D           = this.GetComponent <Rigidbody2D>();
            _interactableComponent = this.GetComponent <InteractableComponent>();
            _playerState           = GameObject.FindObjectOfType <PlayerStateManager>();
            _inputManager          = GameObject.FindObjectOfType <InputManager>();

            _isActive          = false;
            _animatorVariables = new MovementCursorAnimatorVariables();

            if (_velocity == 0)
            {
                _velocity = 5;
            }
            if (_stopRange == 0)
            {
                _stopRange = 0.2f;
            }
        }
    private InteractableComponent UpdateCandidateInteractable(InteractableComponent lastChosen)
    {
        InteractableComponent result = null;
        bool resultFound             = false;

        foreach (var interactable in InteractableRegistry.ActiveInteractables)
        {
            if (interactable != null)
            {
                var closestPointToInteractable = this.FloatillaReference.GetWorldBounds().ClosestPoint(interactable.transform.position);

                // Find the first interactable that is within use range, and use it.
                // And then stop looking for others.
                if (Vector3.Distance(interactable.transform.position, closestPointToInteractable) <= interactable.MinimumDistanceToInteract)
                {
                    resultFound = true;

                    if (interactable != lastChosen)
                    {
                        // Force the old candidate to no longer be.
                        lastChosen?.EndInteractivity();

                        // Set up the new candidate.
                        result = interactable;
                        interactable.StartInteractivity();
                    }

                    // Either way, stop looking for new candidates.  We found one that's close enough.
                    break;
                }
            }
        }

        if (!resultFound)
        {
            lastChosen?.EndInteractivity();
        }

        return(result);
    }
Esempio n. 24
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    private void SetFocus()
    {
        float distanceMin = 100f;

        if (interactables.Count > 0)
        {
            foreach (InteractableComponent inter in interactables)
            {
                float distance = Vector3.Distance(transform.position, inter.gameObject.transform.position);
                if (distance < distanceMin)
                {
                    distanceMin = distance;
                    focus       = inter;
                }
            }
            focus.OnFocused(transform);
        }
        else
        {
            RemoveFocus();
        }
    }
Esempio n. 25
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    void Start()
    {
        if (_interactable == null)
        {
            _interactable = GetComponent <InteractableComponent>();
        }

        if (_interactable == null)
        {
            EB.Debug.LogError("InteractableStatsComponent: _interactable is null");
        }

        LocalOnly = _interactable.localOnly;
        if (!LocalOnly)
        {
            _viewRPC = FindReplicationViewForComponent <InteractableStatsComponent>();
            if (_viewRPC == null)            // && GameStateManager.HasSparxGame)
            {
                _viewRPC          = gameObject.AddComponent <ReplicationView>();
                _viewRPC.observed = this;
            }
        }
    }
Esempio n. 26
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 public static void Remove(InteractableComponent interactable)
 {
     InteractableRegistry.ActiveInteractables.Remove(interactable);
 }
 public void Activate(InteractableComponent component)
 {
     _component = component;
     this.gameObject.SetActive(true);
 }
Esempio n. 28
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 public static bool IsGameObjectInteractable(GameObject obj)
 {
     return(InteractableComponent.GetInteractableLayer() == obj.layer);
 }
Esempio n. 29
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        private void IniciateSomeInteraction(EnumInteractableState interactionState, PlayerStructure playerStructure, InteractableComponent interactableComponent)
        {
            if (interactableComponent is null)
            {
                return;
            }

            interactableComponent.SetInteractableState(interactionState, this.GetInstanceID());
            playerStructure.GetMovementMouseComponent().ObjectGoTo(this.transform.position, _radioToInteract);
        }
Esempio n. 30
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        private void HandleInteraction()
        {
            //get thing, probe and display tooltip, check use

            bool haveTarget = false;

            int layerMask = LayerMask.GetMask("Default", "ActorHitbox", "Actor");

            Debug.DrawRay(CameraRoot.position, CameraRoot.transform.forward * MaxProbeDist);

            //raycast all, go through the hits ignoring hits to self
            RaycastHit[] hits = Physics.RaycastAll(CameraRoot.transform.position, CameraRoot.transform.forward, MaxProbeDist * 2, layerMask, QueryTriggerInteraction.Collide);
            if (hits != null && hits.Length > 0)
            {
                //GameObject nearestObject = null;
                InteractableComponent nearestInteractable = null;
                float nearestDist = float.MaxValue;
                foreach (RaycastHit hit in hits)
                {
                    //skip if it's further than nearestDist (occluded) or flatdist is further than MaxProbeDist (too far away)
                    if (hit.distance > nearestDist)
                    {
                        continue;
                    }

                    float fDist = VectorUtils.GetFlatVectorToTarget(transform.position, hit.point).magnitude;
                    if (fDist > MaxProbeDist)
                    {
                        continue;
                    }

                    //nearestObject = hit.collider.gameObject;

                    //if there's a PlayerController attached, we've hit ourselves
                    if (hit.collider.GetComponent <PlayerController>() != null)
                    {
                        continue;
                    }

                    //TODO pull a similar trick to see if we're pointing at an Actor?

                    //get the interactable component and hitbox component; if it doesn't have either then it's an obstacle
                    InteractableComponent ic  = hit.collider.GetComponent <InteractableComponent>();
                    IHitboxComponent      ahc = hit.collider.GetComponent <IHitboxComponent>();
                    if (ic == null && ahc == null)
                    {
                        //we null out our hit first since it's occluded by this one
                        nearestInteractable = null;
                        nearestDist         = hit.distance;
                        continue;
                    }

                    //it's just us lol
                    if (ahc != null && ahc.ParentController is PlayerController)
                    {
                        continue;
                    }

                    //we have an interactablecomponent and we're not occluded
                    if (ic != null)
                    {
                        nearestInteractable = ic;
                        nearestDist         = hit.distance;
                        continue;
                    }

                    //if it doesn't meet any of those criteria then it's an occluder
                    nearestInteractable = null;
                    nearestDist         = hit.distance;
                }

                //if(nearestObject != null)
                //    Debug.Log("Nearest: " + nearestObject.name);

                if (nearestInteractable != null && nearestInteractable.enabled)
                {
                    //Debug.Log("Detected: " + nearestInteractable.Tooltip);

                    //HUDScript.SetTargetMessage(nearestInteractable.Tooltip);
                    nearestInteractable.OnLook(this.gameObject);
                    if (!string.IsNullOrEmpty(nearestInteractable.Tooltip))
                    {
                        MessageInterface.PushToBus(new QdmsKeyValueMessage("PlayerHasTarget", "Target", nearestInteractable.Tooltip));
                        HadTargetLastFrame = true;
                        haveTarget         = true;
                    }

                    //actual use
                    if (MappedInput.GetButtonDown(DefaultControls.Use) && !GameState.Instance.PlayerFlags.Contains(PlayerFlags.NoInteract))
                    {
                        nearestInteractable.OnActivate(this.gameObject);
                    }
                }
            }

            if (!haveTarget && HadTargetLastFrame)
            {
                MessageInterface.PushToBus(new QdmsFlagMessage("PlayerClearTarget")); //should probably not do this constantly
            }

            HadTargetLastFrame = haveTarget;
        }