-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathItemInteraction.cs
319 lines (272 loc) · 11.1 KB
/
ItemInteraction.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using System.Linq;
/* GOOD TO KNOW: Hide/Show is disabling/enabling UI(RectTransform), renderers, lights and colliders (not triggers) */
public class ItemInteraction : MonoBehaviour
{
[SerializeField] public actionTypes actionType;
[SerializeField] public actionTriggers actionTrigger;
[SerializeField] public KeyCode actionKey = KeyCode.F;
[SerializeField] public bool repeatable = true;
[SerializeField] public bool additionalCondition = false;
[SerializeField] public GameObject conditionObject = null;
[SerializeField] public AdditionalConditions condition;
[SerializeField] public bool delegateAction = false;
[SerializeField] public GameObject delegateActionTo = null;
private bool interactionDisabled = false;
private bool isInCollider = false;
private Animator itemAnimator;
private AudioSource itemAudioSource;
private ParticleSystem itemParticles;
private Dictionary<string, bool> controlledAnimationParameters = new Dictionary<string, bool>();
private GameObject targetItem = null;
public enum actionTypes { AnimationTriggers, Show, Hide, AudioPlay, AudioStop, ParticlesPlay, ParticlesStop }
public enum actionTriggers { Default, OnEnter, OnExit, OnKey }
public enum AdditionalConditions { IsVisible, IsHidden }
private actionTypes[] animationGroup = { actionTypes.AnimationTriggers };
private actionTypes[] audioGroup = { actionTypes.AudioPlay, actionTypes.AudioStop };
private actionTypes[] particlesGroup = { actionTypes.ParticlesPlay, actionTypes.ParticlesStop };
void Start()
{
targetItem = (delegateAction && delegateActionTo != null) ? delegateActionTo : gameObject;
if (animationGroup.Contains(actionType))
{
if (targetItem.TryGetComponent(out itemAnimator))
{
controlledAnimationParameters.Add("enter", false);
controlledAnimationParameters.Add("exit", false);
controlledAnimationParameters.Add("key", false);
foreach (AnimatorControllerParameter p in itemAnimator.parameters)
{
if (controlledAnimationParameters.ContainsKey(p.name))
controlledAnimationParameters[p.name] = true;
}
}
else
disableWithWarning("No Animator in " + targetItem.name + ".");
}
else if (audioGroup.Contains(actionType))
{
if (!targetItem.TryGetComponent(out itemAudioSource))
disableWithWarning("No AudioSource in " + targetItem.name + ".");
}
else if (particlesGroup.Contains(actionType))
{
if (!targetItem.TryGetComponent(out itemParticles))
disableWithWarning("No ParticleSystem in " + targetItem.name + ".");
}
if (actionTrigger == actionTriggers.Default)
InvokeAction("default");
}
private void OnTriggerEnter2D(Collider2D other)
{
OnEnter();
}
private void OnTriggerExit2D(Collider2D other)
{
OnExit();
}
private void OnTriggerEnter(Collider other)
{
OnEnter();
}
private void OnTriggerExit(Collider other)
{
OnExit();
}
private void Update()
{
if (interactionDisabled || !isAdditionalConditionPassed())
return;
if ((actionTrigger == actionTriggers.OnKey || actionType == actionTypes.AnimationTriggers) && isInCollider && Input.GetKeyDown(actionKey))
InvokeAction("key");
}
private void OnEnter()
{
isInCollider = true;
if (interactionDisabled || !isAdditionalConditionPassed())
return;
if (actionTrigger == actionTriggers.OnEnter || actionType == actionTypes.AnimationTriggers)
InvokeAction("enter");
}
private void OnExit()
{
isInCollider = false;
if (interactionDisabled || !isAdditionalConditionPassed())
return;
if (actionTrigger == actionTriggers.OnExit || actionType == actionTypes.AnimationTriggers)
InvokeAction("exit");
}
private void InvokeAction(string trigger)
{
switch (actionType)
{
case actionTypes.AnimationTriggers:
if (controlledAnimationParameters.ContainsKey(trigger))
SetAnimatorTrigger(trigger);
interactionFinalize();
break;
case actionTypes.Show:
Show();
interactionFinalize();
break;
case actionTypes.Hide:
Hide();
interactionFinalize();
break;
case actionTypes.AudioPlay:
PlayAudio();
interactionFinalize();
break;
case actionTypes.AudioStop:
StopAudio();
interactionFinalize();
break;
case actionTypes.ParticlesPlay:
PlayParticles();
interactionFinalize();
break;
case actionTypes.ParticlesStop:
StopParticles();
interactionFinalize();
break;
}
}
private void Hide()
{
foreach (Renderer item in targetItem.GetComponentsInChildren<Renderer>())
item.enabled = false;
foreach (Light item in targetItem.GetComponentsInChildren<Light>())
item.enabled = false;
foreach (Collider item in targetItem.GetComponentsInChildren<Collider>())
item.enabled = (item.isTrigger) ? item.enabled : false;
if (targetItem.TryGetComponent<RectTransform>(out RectTransform canvas_item))
canvas_item.gameObject.SetActive(false);
}
private void Show()
{
foreach (Renderer item in targetItem.GetComponentsInChildren<Renderer>())
item.enabled = true;
foreach (Light item in targetItem.GetComponentsInChildren<Light>())
item.enabled = true;
foreach (Collider item in targetItem.GetComponentsInChildren<Collider>())
item.enabled = (item.isTrigger) ? item.enabled : true;
if (targetItem.TryGetComponent<RectTransform>(out RectTransform canvas_item))
canvas_item.gameObject.SetActive(true);
}
private void PlayAudio()
{
if (!itemAudioSource.isPlaying)
itemAudioSource.Play();
}
private void StopAudio()
{
itemAudioSource.Stop();
}
private void PlayParticles()
{
if (!itemParticles.isPlaying)
itemParticles.Play();
}
private void StopParticles()
{
itemParticles.Stop();
}
private void SetAnimatorTrigger(string triggerName)
{
if (!controlledAnimationParameters[triggerName])
return;
itemAnimator.SetTrigger(triggerName);
if (!repeatable)
controlledAnimationParameters[triggerName] = false;
}
private void interactionFinalize()
{
if (!repeatable && actionType == actionTypes.AnimationTriggers && !controlledAnimationParameters.ContainsValue(true))
interactionDisabled = true;
else if (!repeatable && actionType != actionTypes.AnimationTriggers)
interactionDisabled = true;
}
private void disableWithWarning(string warning)
{
interactionDisabled = true;
Debug.LogWarning(warning);
}
private bool isAdditionalConditionPassed()
{
if (!additionalCondition || conditionObject == null)
return true;
bool expectVisible = (condition == AdditionalConditions.IsVisible);
// check if every renderer are desabled (don't check lights and colliders)
foreach (Renderer r in conditionObject.GetComponentsInChildren<Renderer>())
{
if (r.enabled != expectVisible)
return false;
}
return true;
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(ItemInteraction))]
[CanEditMultipleObjects]
public class ItemInteractionEditor : Editor
{
SerializedProperty actionType;
SerializedProperty actionTrigger;
SerializedProperty actionKey;
SerializedProperty repeatable;
SerializedProperty additionalCondition;
SerializedProperty conditionObject;
SerializedProperty condition;
SerializedProperty delegateAction;
SerializedProperty delegateActionTo;
void OnEnable()
{
actionType = serializedObject.FindProperty("actionType");
actionTrigger = serializedObject.FindProperty("actionTrigger");
actionKey = serializedObject.FindProperty("actionKey");
repeatable = serializedObject.FindProperty("repeatable");
additionalCondition = serializedObject.FindProperty("additionalCondition");
conditionObject = serializedObject.FindProperty("conditionObject");
condition = serializedObject.FindProperty("condition");
delegateAction = serializedObject.FindProperty("delegateAction");
delegateActionTo = serializedObject.FindProperty("delegateActionTo");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
ItemInteraction itemInteractionComponent = (ItemInteraction)target;
EditorGUILayout.PropertyField(actionType);
if (itemInteractionComponent.actionType != ItemInteraction.actionTypes.AnimationTriggers)
EditorGUILayout.PropertyField(actionTrigger);
else
EditorGUILayout.LabelField("Now you can use \"enter\", \"exit\" and \"key\" triggers in the Animator. Use as many of them as you need.", EditorStyles.helpBox);
if (itemInteractionComponent.actionTrigger == ItemInteraction.actionTriggers.OnKey || itemInteractionComponent.actionType == ItemInteraction.actionTypes.AnimationTriggers)
EditorGUILayout.PropertyField(actionKey);
if (itemInteractionComponent.actionTrigger != ItemInteraction.actionTriggers.Default)
EditorGUILayout.PropertyField(repeatable);
else if (itemInteractionComponent.actionType != ItemInteraction.actionTypes.AnimationTriggers)
EditorGUILayout.LabelField(" ", "Play action once when scene is starting.", EditorStyles.helpBox);
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Advanced:", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(additionalCondition);
if (itemInteractionComponent.additionalCondition)
{
EditorGUILayout.LabelField("Choose additional condition for the action above:", EditorStyles.helpBox);
EditorGUILayout.PropertyField(conditionObject);
EditorGUILayout.PropertyField(condition);
EditorGUILayout.Separator();
}
EditorGUILayout.PropertyField(delegateAction);
if (itemInteractionComponent.delegateAction)
{
EditorGUILayout.LabelField("Trigger action from this object but play on a different object:", EditorStyles.helpBox);
EditorGUILayout.PropertyField(delegateActionTo);
}
serializedObject.ApplyModifiedProperties();
}
}
#endif