Пример #1
0
        private void InteractDoor(Vector3 currentPosition, Vector3 direction)
        {
            // Make sure there is a door controller
            Vector3Int position = Vector3Int.RoundToInt(currentPosition + direction);

            DoorController doorController = matrix.GetFirst <DoorController>(position);

            if (!doorController)
            {
                doorController = matrix.GetFirst <DoorController>(Vector3Int.RoundToInt(currentPosition));

                if (doorController)
                {
                    RegisterDoor registerDoor = doorController.GetComponent <RegisterDoor>();
                    if (registerDoor.IsPassable(position))
                    {
                        doorController = null;
                    }
                }
            }

            // Attempt to open door
            if (doorController != null && allowInput)
            {
                pna.CmdCheckDoorPermissions(doorController.gameObject, gameObject);

                allowInput = false;
                StartCoroutine(DoorInputCoolDown());
            }
        }
Пример #2
0
        /// Cross-matrix now! uses world positions
        private void InteractDoor(Vector3Int currentPos, Vector3Int targetPos)
        {
            // Make sure there is a door controller
            DoorController doorController = MatrixManager.Instance.GetFirst <DoorController>(targetPos);

            if (!doorController)
            {
                doorController = MatrixManager.Instance.GetFirst <DoorController>(Vector3Int.RoundToInt(currentPos));

                if (doorController)
                {
                    RegisterDoor registerDoor = doorController.GetComponent <RegisterDoor>();

                    Vector3Int localPos = MatrixManager.Instance.WorldToLocalInt(targetPos, matrix);
                    if (registerDoor.IsPassable(localPos))
                    {
                        doorController = null;
                    }
                }
            }

            // Attempt to open door
            if (doorController != null && allowInput)
            {
                pna.CmdCheckDoorPermissions(doorController.gameObject, gameObject);

                allowInput = false;
                StartCoroutine(DoorInputCoolDown());
            }
        }
Пример #3
0
        public override void Interact(GameObject originator, Vector3 position, string hand)
        {
            PlayerNetworkActions pna = PlayerManager.LocalPlayer.GetComponent <PlayerNetworkActions>();

            // Close the door if it's open
            if (doorController.IsOpened && allowInput)
            {
                pna.CmdTryCloseDoor(gameObject);

                allowInput = false;
                StartCoroutine(DoorInputCoolDown());
            }

            // Attempt to open if it's closed
            if (doorController != null && allowInput)
            {
                pna.CmdCheckDoorPermissions(gameObject, PlayerManager.LocalPlayerScript.gameObject);

                allowInput = false;
                StartCoroutine(DoorInputCoolDown());
            }
        }
Пример #4
0
        /// <summary>
        ///     Check current and next tiles to determine their status and if movement is allowed
        /// </summary>
        private Vector3Int AdjustDirection(Vector3Int currentPosition, Vector3Int direction, bool isReplay)
        {
            if (isGhost)
            {
                return(direction);
            }

            Vector3Int newPos = currentPosition + direction;

            //isReplay tells AdjustDirection if the move being carried out is a replay move for prediction or not
            //a replay move is a move that has already been carried out on the LocalPlayer's client
            if (!isReplay)
            {
                Vector3 newRayPos = transform.position + direction;
                rayHit = Physics2D.RaycastAll(newRayPos, (Vector3)direction, 0.2f, hitCheckLayers);
                //	Debug.DrawLine(newRayPos, newRayPos + ((Vector3)direction * 0.2f), Color.red, 1f);

                //Detect new matrices
                for (int i = 0; i < rayHit.Length; i++)
                {
                    //checks to see if the matrix has changed
                    if (rayHit[i].collider.gameObject.layer == 24 &&
                        rayHit[i].collider != curMatrixCol)
                    {
                        curMatrixCol = rayHit[i].collider;
                        ChangeMatricies(rayHit[i].collider.gameObject.transform.parent);
                        Debug.Log("Change Matricies");
                    }

                    //Detected windows or walls across matrices or from space:
                    if (rayHit[i].collider.gameObject.layer == 9 ||
                        rayHit[i].collider.gameObject.layer == 18)
                    {
                        return(Vector3Int.zero);
                    }

                    //Door closed layer (matrix independent)
                    if (rayHit[i].collider.gameObject.layer == 17)
                    {
                        DoorController doorController = rayHit[i].collider.gameObject.GetComponent <DoorController>();

                        // Attempt to open door that could be on another layer
                        if (doorController != null && allowInput)
                        {
                            pna.CmdCheckDoorPermissions(doorController.gameObject, gameObject);
                            allowInput = false;
                            StartCoroutine(DoorInputCoolDown());
                        }
                        return(Vector3Int.zero);
                    }
                }

                //Not to be checked while performing a replay:
                if (playerSync.PullingObject != null)
                {
                    if (matrix.ContainsAt(newPos, playerSync.PullingObject))
                    {
                        //Vector2 directionToPullObj =
                        //	playerSync.pullingObject.transform.localPosition - transform.localPosition;
                        //if (directionToPullObj.normalized != playerSprites.currentDirection) {
                        //	// Ran into pullObject but was not facing it, saved direction
                        //	return direction;
                        //}
                        //Hit Pull obj
                        pna.CmdStopPulling(playerSync.PullingObject);
                        return(Vector3Int.zero);
                    }
                }
            }

            if (matrix.IsPassableAt(currentPosition, newPos) || matrix.ContainsAt(newPos, gameObject))
            {
                return(direction);
            }

            //This is only for replay (to ignore any interactions with the pulled obj):
            if (playerSync.PullingObject != null)
            {
                if (matrix.ContainsAt(newPos, playerSync.PullingObject))
                {
                    return(direction);
                }
            }

            //could not pass
            return(Vector3Int.zero);
        }