Пример #1
0
 /// <summary>
 /// Called when the object is selected in the editor
 /// </summary>
 private void OnEnable()
 {
     // Grab the serialized objects
     mTarget   = (InteractableCore)target;
     mTargetSO = new SerializedObject(target);
 }
Пример #2
0
        /// <summary>
        /// Tests if this motion should be started. However, the motion
        /// isn't actually started.
        /// </summary>
        /// <returns></returns>
        public override bool TestActivate()
        {
            if (!mIsStartable)
            {
                return(false);
            }
            if (!mMotionController.IsGrounded)
            {
                return(false);
            }

            // Raycast if needed
            if (_IsInteractableRaycastEnabled)
            {
                bool lIsFound = false;

                RaycastHit lHitInfo;

                // Even though we have a raycast root, we really want to shoot from the camera. We'll check distance with the root later.
                Vector3 lStart   = (mMotionController.CameraTransform != null ? mMotionController.CameraTransform.position : mMotionController._Transform.position);
                Vector3 lForward = (mMotionController.CameraTransform != null ? mMotionController.CameraTransform.forward : mMotionController._Transform.forward);

                if (RaycastExt.SafeRaycast(lStart, lForward, out lHitInfo, _InteractableDistance * 5f, _InteractableLayers, mMotionController._Transform))
                {
                    bool lIsValid = true;

                    if (mRaycastRoot != null)
                    {
                        float lDistance = Vector3.Distance(lHitInfo.point, mRaycastRoot.position);
                        if (lDistance > _InteractableDistance)
                        {
                            lIsValid = false;
                        }
                    }

                    if (lIsValid)
                    {
                        IInteractableCore lCore = lHitInfo.collider.gameObject.GetComponent <IInteractableCore>();
                        if (lCore == null)
                        {
                            lCore = lHitInfo.collider.gameObject.GetComponentInParent <IInteractableCore>();
                        }

                        if (!_IsInteractableCoreRequired && lCore == null)
                        {
                            lIsFound     = true;
                            Interactable = lHitInfo.collider.gameObject;
                        }
                        else
                        {
                            if (lCore == null)
                            {
                                lIsValid = false;
                            }
                            if (lIsValid && !lCore.IsEnabled)
                            {
                                lIsValid = false;
                            }
                            if (lIsValid && !lCore.TestActivator(mMotionController._Transform))
                            {
                                lIsValid = false;
                            }
                            if (lIsValid && lCore.RaycastCollider != null && lHitInfo.collider != lCore.RaycastCollider)
                            {
                                lIsValid = false;
                            }

                            if (lIsValid)
                            {
                                lIsFound         = true;
                                InteractableCore = lCore;
                                InteractableCore.StartFocus();

                                mActiveForm = lCore.Form;
                            }
                        }
                    }
                }

                // Deselect any interactable if none is found
                if (!lIsFound && _IsInteractableRaycastEnabled)
                {
                    Interactable = null;
                }
            }

            // Test if we're supposed to activate
            if (_ActionAlias.Length > 0 && mMotionController._InputSource != null)
            {
                if (mMotionController._InputSource.IsJustPressed(_ActionAlias))
                {
                    // Check if the interactable is going to prepare thier activator. If so, we
                    // aren't going to activate here. The activator will trigger the activation.
                    if (InteractableCore != null)
                    {
                        if (InteractableCore.ForcePosition || InteractableCore.ForceRotation)
                        {
                            mMotionController.StartCoroutine(MoveToTargetInternal(InteractableCore));
                        }
                        else
                        {
                            return(true);
                        }
                    }
                    // Since we're just dealing with a simple game object, activate
                    else if (Interactable != null)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }