Esempio n. 1
0
        private void Interact(Transform target, Vector3 position, Vector3 normal)
        {
            var interactable = FindInteractable(target);

            var held = hands.GetItemInHand();
            InteractionReceiver heldInteractionReceiver = null;

            if (held != null)
            {
                heldInteractionReceiver = FindInteractable(held.transform);
                if (heldInteractionReceiver)
                {
                    foreach (var kind in heldInteractionsOnClick)
                    {
                        heldInteractionReceiver.Trigger(new InteractionEvent(kind, hands.gameObject, gameObject)
                                                        .WorldPosition(position).WorldNormal(normal).ForwardTo(interactable)
                                                        .RunWhile(e => Input.GetButton("Click")));
                    }
                }
            }

            if (interactable)
            {
                foreach (var kind in interactionsOnClick)
                {
                    interactable.Trigger(new InteractionEvent(kind, hands.gameObject, gameObject)
                                         .WorldPosition(position).WorldNormal(normal).WaitFor(heldInteractionReceiver));
                }
            }
        }
 public void SetPlayer(GameObject newPlayer)
 {
     _player = newPlayer;
     _interactionReceiver = _player.GetComponent <InteractionReceiver>();
     _playerInteracting   = _player.GetComponent <PlayerInteracting>();
 }
Esempio n. 3
0
        public override IEnumerator Handle(InteractionEvent e)
        {
            if (e.sender == null)
            {
                Debug.LogWarning($"Tried to paint null on ({name})");
                yield break;
            }

            Painter painter = e.sender.GetComponent <Painter>();

            if (painter == null)
            {
                Debug.LogError($"Tried to paint with {e.sender} without a Painter component.)");
                yield break;
            }

            PlayerInteractor playerInteractor = e.player.GetComponent <PlayerInteractor>();

            if (playerInteractor == null)
            {
                Debug.LogError($"Received event from player {e.player} without a PlayerInteractor component.");
                yield break;
            }

            var playerHands = e.player.GetComponent <Hands>();

            if (playerHands == null)
            {
                Debug.LogWarning($"Player painting with object ({e.sender.name}) does not have a hands component");
                yield break;
            }

            NetworkInteractionSpawner networkInteractionSpawner = e.player.GetComponent <NetworkInteractionSpawner>();

            if (networkInteractionSpawner == null)
            {
                Debug.LogError($"Received paint event from player {e.player} without a NetworkInteractionSpawner component.");
                yield break;
            }

            var inventoryUi = FindObjectOfType <UIInventory>();

            while (e.runWhile.Invoke(e))
            {
                float remainingSupply = painter.GetRemainingSupplyPercentage();

                //Update paint location
                if (!playerInteractor.GetWorldData(out var hit))
                {
                    yield break;
                }
                //Stop painting if surface no longer applicable
                InteractionReceiver receiver = hit.transform.GetComponent <InteractionReceiver>();
                if (receiver == null || !receiver.IsListeningForContinuous(this))
                {
                    yield break;
                }
                //Update remaining supply bar on painter
                if (inventoryUi)
                {
                    inventoryUi.SetHeldItemSupply(remainingSupply);
                }

                //Decrease supply and spawn new decal. Set to be slightly above collider to avoid clipping.
                playerInteractor.CmdDecreaseSupplyOfItem(painter.gameObject);
                Vector3    position = hit.point + hit.normal * 0.01f;
                Quaternion rotation = Quaternion.FromToRotation(Vector3.back, hit.normal);
                networkInteractionSpawner.CmdSpawnPainterDecal(painter.Properties.name, position, rotation);

                if (remainingSupply <= 0)
                {
                    playerHands.DestroyItemInHand();
                    yield break;
                }
                yield return(new WaitForSeconds(0.01f));
            }
        }