Пример #1
0
    void OnTriggerEnter(Collider other)
    {
        // Only do this if the thing entering has the triggering object component
        //and that it is currently triggering stuff
        IsTriggeringObject trigger = other.gameObject.GetComponent <IsTriggeringObject>();

        if (trigger != null)
        {
            IsTriggeringObject.eventWrapper eventObj = new IsTriggeringObject.eventWrapper(stateChanged, trigger);
            trigger.AddChangedStatusFunction(eventObj);
            objectsOnButton.Add(eventObj);

            if (trigger.IsCurrentlyTriggering)
            {
                // If there was no block here before
                if (BlocksOnButton == 0)
                {
                    // Activate the button
                    signal.Trigger();
                    ChangeIndicatorMaterial(active);
                }

                BlocksOnButton++;
            }
            else
            {
                if (BlocksOnButton == 0)
                {
                    ChangeIndicatorMaterial(couldBeActive);
                }
            }
        }
    }
Пример #2
0
    void OnTriggerEnter(Collider other)
    {
        // Only do this if the thing entering has the triggering object component
        //and that it is currently triggering stuff
        IsTriggeringObject trigger = other.gameObject.GetComponent <IsTriggeringObject>();

        if (trigger != null)
        {
            IsTriggeringObject.eventWrapper eventObj = new IsTriggeringObject.eventWrapper(stateChanged, trigger);
            trigger.AddChangedStatusFunction(eventObj);
            objectsOnButton.Add(eventObj);

            if (trigger.IsCurrentlyTriggering)
            {
                Entered();
            }
        }
    }
Пример #3
0
    void OnTriggerExit(Collider other)
    {
        // Only do this if the thing entering has the triggering object component
        //and that it is currently triggering stuff
        IsTriggeringObject trigger = other.gameObject.GetComponent <IsTriggeringObject>();

        if (trigger != null)
        {
            // Remove the trigger from the list of eventObjs
            for (int i = 0; i < objectsOnButton.Count; i++)
            {
                if (objectsOnButton[i].trigger == trigger)
                {
                    trigger.RemoveChangedStatusFunction(objectsOnButton[i]);
                    objectsOnButton.RemoveAt(i);
                    break;
                }
            }

            if (trigger.IsCurrentlyTriggering)
            {
                BlocksOnButton--;

                // If there isn't a block here anymore
                if (BlocksOnButton == 0)
                {
                    // Inactivate the button
                    signal.Trigger();
                }
            }

            if (objectsOnButton.Count == 0)
            {
                // Make the material inactive too
                ChangeIndicatorMaterial(inactive);
            }
            else if (objectsOnButton.Count > 0 && BlocksOnButton == 0)
            {
                ChangeIndicatorMaterial(couldBeActive);
            }
        }
    }
Пример #4
0
    void OnTriggerExit(Collider other)
    {
        // Only do this if the thing entering has the triggering object component
        //and that it is currently triggering stuff
        IsTriggeringObject trigger = other.gameObject.GetComponent <IsTriggeringObject>();

        if (trigger != null)
        {
            // Remove the trigger from the list of eventObjs
            for (int i = 0; i < objectsOnButton.Count; i++)
            {
                if (objectsOnButton[i].trigger == trigger)
                {
                    trigger.RemoveChangedStatusFunction(objectsOnButton[i]);
                    objectsOnButton.RemoveAt(i);
                    break;
                }
            }
        }
    }
Пример #5
0
    // Update is called once per frame
    void Update()
    {
        // Move the player
        if (Input.GetAxisRaw("Vertical") > 0.5f)
        {
            rb.AddForce(Vector3.forward * speed * Time.deltaTime);
        }
        if (Input.GetAxisRaw("Vertical") < -0.5f)
        {
            rb.AddForce(Vector3.back * speed * Time.deltaTime);
        }
        if (Input.GetAxisRaw("Horizontal") > 0.5f)
        {
            rb.AddForce(Vector3.right * speed * Time.deltaTime);
        }
        if (Input.GetAxisRaw("Horizontal") < -0.5f)
        {
            rb.AddForce(Vector3.left * speed * Time.deltaTime);
        }

        if (holding == null && InteractableCube.interactablesInScene != null)
        {
            // See if there are any interactable cubes inside the pickupradius and if there is, take the closest one
            // and make the "e" icon appear above it
            float     smallestDistanceYet = pickupRadius * pickupRadius;
            Transform thingToPickUp       = null;

            for (int i = 0; i < InteractableCube.interactablesInScene.Count; i++)
            {
                float distSqr = (transform.position - InteractableCube.interactablesInScene[i].gameObject.transform.position).sqrMagnitude;

                if (distSqr < smallestDistanceYet)
                {
                    smallestDistanceYet = distSqr;
                    thingToPickUp       = InteractableCube.interactablesInScene[i].gameObject.transform;
                }
            }

            if (thingToPickUp != null)
            {
                grabInfo.gameObject.SetActive(true);
                grabInfo.position = cam.WorldToScreenPoint(thingToPickUp.position + Vector3.up * thingToPickUp.localScale.y * 1.5f);

                if (Input.GetButtonDown("Grab"))
                {
                    holding          = thingToPickUp;
                    holdingRb        = holding.GetComponent <Rigidbody>();
                    holdingTrigger   = holding.GetComponent <IsTriggeringObject>();
                    holdingTargetPos = holding.position;

                    if (holdingTrigger != null)
                    {
                        holdingTrigger.SetIsTriggering(false);
                    }

                    // Set the layer of what you're holding to ignore raycasts
                    holding.gameObject.layer = 2;
                }
            }
            else
            {
                grabInfo.gameObject.SetActive(false);
            }
        }
        else if (holding != null)
        {
            grabInfo.gameObject.SetActive(false);

            // Make the gameobjects y coordinate move towards your y coordinate
            holdingTargetPos = new Vector3(holdingTargetPos.x, transform.position.y, holdingTargetPos.z);

            // Get the distance between the object you're holding and yourself
            float dist = Vector3.Distance(holding.position, transform.position);

            // Then get the unit vector between the two
            Vector3 unitV = (holding.position - transform.position) / dist;

            // Move what you're holding so that it's the prefered distance away from you
            holdingTargetPos = transform.position + unitV * preferedDist;

            // Move towards the target position
            holding.position = Vector3.Lerp(holding.position, holdingTargetPos, holdingPosLerpSpeed);

            // If the target position is too far away from the actual position, drop the thing
            float distFromTarget = Vector3.Distance(transform.position, holding.position);

            if (distFromTarget > pickupRadius)
            {
                holding = null;
            }
            else
            {
                // If what you're holding has a rigidbody, make sure that the velocity is zero
                if (holdingRb != null)
                {
                    holdingRb.velocity = Vector3.zero;
                }

                if (Input.GetButtonDown("Grab"))
                {
                    // Set the layer of what you're holding to not ignore raycasts
                    holding.gameObject.layer = 0;
                    if (holdingTrigger != null)
                    {
                        holdingTrigger.SetIsTriggering(true);
                    }

                    holding = null;
                }
            }
        }
    }
Пример #6
0
 public eventWrapper(Func <bool, bool> eventFunc, IsTriggeringObject trigger)
 {
     EventFunction = eventFunc;
     this.trigger  = trigger;
 }