Esempio n. 1
0
        /// <summary>
        /// Screw out the passed screw by one tightness
        /// </summary>
        /// <param name="screw">The screw to screw out once</param>
        /// <param name="useAudio">Should audio be played</param>
        internal void ScrewOut(ScrewV2 screw, bool useAudio = true)
        {
            if (screw.tightness > 0)
            {
                if (useAudio)
                {
                    AudioSource.PlayClipAtPoint(ScrewablePartV2Mod.soundClip, screw.gameObject.transform.position);
                }

                screw.gameObject.transform.Rotate(0, 0, -rotationStep);
                screw.gameObject.transform.Translate(0f, 0f, transformStep);

                screw.tightness--;
            }
            partFixed = false;
            parentCollider.enabled = true;
        }
Esempio n. 2
0
        /// <summary>
        /// This function saves the screws into the config folder of your mod
        /// </summary>
        /// <param name="mod">Your mod object (usually "this")</param>
        /// <param name="screwableParts">An array of all the screwable parts in your mod you want to save</param>
        /// <param name="saveFile">The save file name</param>
        public static void SaveScrews(Mod mod, ScrewablePartV2[] screwableParts, string saveFile)
        {
            Dictionary <string, int[]> saveDictionary = new Dictionary <string, int[]>();

            foreach (ScrewablePartV2 screwablePart in screwableParts)
            {
                int[] tightnessArr = new int[screwablePart.screws.Length];
                for (int i = 0; i < screwablePart.screws.Length; i++)
                {
                    ScrewV2 screw = screwablePart.screws[i];
                    tightnessArr[i] = screw.tightness;
                }
                saveDictionary[screwablePart.id] = tightnessArr;
            }

            SaveLoad.SerializeSaveFile <Dictionary <string, int[]> >(mod, saveDictionary, saveFile);
        }
Esempio n. 3
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 public void SetScrewPosition(ScrewV2 screw, int tightness, bool useAudio = false)
 {
     if (screw.tightness > tightness)
     {
         while (screw.tightness != tightness)
         {
             ScrewOut(screw, useAudio);
         }
     }
     else if (screw.tightness < tightness)
     {
         while (screw.tightness != tightness)
         {
             ScrewIn(screw, useAudio);
         }
     }
 }
Esempio n. 4
0
        /// <summary>
        /// Screw in the passed screw by one tightness
        /// </summary>
        /// <param name="screw">The screw to screw in once</param>
        /// <param name="useAudio">Should audio be played</param>
        internal void ScrewIn(ScrewV2 screw, bool useAudio = true)
        {
            if (screw.tightness < maxTightness)
            {
                if (useAudio)
                {
                    AudioSource.PlayClipAtPoint(ScrewablePartV2Mod.soundClip, screw.gameObject.transform.position);
                }
                screw.gameObject.transform.Rotate(0, 0, rotationStep);
                screw.gameObject.transform.Translate(0f, 0f, -transformStep);

                screw.tightness++;
                if (screw.tightness == maxTightness)
                {
                    CheckAllScrewsTight(screws);
                }
            }
        }
Esempio n. 5
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        /// <summary>
        /// Initializes the screwable part
        /// </summary>
        /// <param name="parent">The parent where the screws are supposed to be placed on</param>
        /// <param name="screws">The array of screws to initialize</param>
        /// <param name="showScrewSize">Auto set. This is used by the logic to detect if the screw size can be shown to the user</param>
        private void InitScrewable(GameObject parent, ScrewV2[] screws, bool showScrewSize)
        {
            for (int i = 0; i < screws.Length; i++)
            {
                ScrewV2 screw = screws[i];
                screw.id         = String.Format("{0}_SCREW{1}", parent.name, i + 1);
                screw.gameObject = CreateScrewModel(screw.id, screw.position, screw.rotation, new Vector3(screw.scale, screw.scale, screw.scale), screw.type);
                screw.renderer   = screw.gameObject.GetComponentsInChildren <MeshRenderer>(true)[0];
                int tmpTigness = screw.tightness;
                screw.tightness = 0;
                screw.showSize  = showScrewSize;
                for (int j = 0; j < tmpTigness; j++)
                {
                    ScrewIn(screw, false);
                }
            }

            logic = parent.AddComponent <ScrewablePartLogicV2>();
            logic.Init(parent, screws, this);
        }
Esempio n. 6
0
        /// <summary>
        /// This detects the screw the user is aiming at
        /// </summary>
        /// <returns>Either a ScrewV2 object or null if nothing is found</returns>
        private ScrewV2 DetectScrew()
        {
            if (previousScrew != null)
            {
                previousScrew.renderer.material = screwMaterial;
                previousScrew = null;
            }
            if (Camera.main == null)
            {
                return(null);
            }
            RaycastHit hit;
            GameObject hitObject;

            if (!Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 1f, 1 << LayerMask.NameToLayer("DontCollide")))
            {
                return(null);
            }

            hitObject = hit.collider?.gameObject;
            if (!hitObject.name.Contains("SCREW") || !hitObject.name.Contains(parent.name))
            {
                return(null);
            }

            for (int i = 0; i < screws.Length; i++)
            {
                ScrewV2 screw = screws[i];
                if (hitObject.name == screw.id)
                {
                    if (previousScrew != null)
                    {
                        previousScrew.renderer.material = screwMaterial;
                    }
                    previousScrew = screw;
                    return(screw);
                }
            }
            return(null);
        }
Esempio n. 7
0
        /// <summary>
        /// Called every frame and detects the screws
        /// </summary>
        void Update()
        {
            if (!isToolInHand || (!spanner.activeSelf && !ratchet.activeSelf))
            {
                return;
            }
            ScrewV2 screw = DetectScrew();

            if (screw != null)
            {
                int wrenchSize = Mathf.RoundToInt(_wrenchSize.Value * 10f);
                if (wrenchSize < 0)
                {
                    return;
                }

                try
                {
                    if ((bool)ScrewablePartV2Mod.showScrewSize && screw.showSize)
                    {
                        ScrewablePart.GuiInteraction = "Screw size: " + screw.size;
                    }
                }
                catch { }

                if (wrenchSize != screw.size)
                {
                    return;
                }

                screw.renderer.material.shader = Shader.Find("GUI/Text Shader");
                screw.renderer.material.SetColor("_Color", Color.green);

                screwingTimer += Time.deltaTime;
                if (screwingTimer >= _boltingSpeed.Value)
                {
                    screwingTimer = 0;
                    if (Input.GetAxis("Mouse ScrollWheel") > 0f)
                    {
                        if (ratchet.activeSelf)
                        {
                            if (ratchetSwitch.Value)
                            {
                                screwablePart.ScrewIn(screw);
                            }
                            else
                            {
                                screwablePart.ScrewOut(screw);
                            }
                        }
                        else
                        {
                            screwablePart.ScrewIn(screw);
                        }
                    }
                    if (Input.GetAxis("Mouse ScrollWheel") < 0f)
                    {
                        if (ratchet.activeSelf)
                        {
                            if (ratchetSwitch.Value)
                            {
                                screwablePart.ScrewIn(screw);
                                return;
                            }
                            else
                            {
                                screwablePart.ScrewOut(screw);
                                return;
                            }
                        }
                        else
                        {
                            screwablePart.ScrewOut(screw);
                        }
                    }
                }
            }
        }