plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent 195b696771
commit 779f2c8b20
14443 changed files with 23840465 additions and 452 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class hideCharacterFixedPlaceSystem : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool cameraCanRotate = true;
public float rotationSpeed = 10;
public Vector2 rangeAngleX = new Vector2 (-90, 90);
public Vector2 rangeAngleY = new Vector2 (-90, 90);
public bool useSpringRotation;
public float springRotationDelay = 1;
public float smoothCameraRotationSpeed = 5;
public bool cameraCanMove = true;
public float moveCameraSpeed = 10;
public float smoothMoveCameraSpeed = 5;
public Vector2 moveCameraLimitsX = new Vector2 (-2, 2);
public Vector2 moveCameraLimitsY = new Vector2 (-2, 2);
public bool useSpringMovement;
public float springMovementDelay = 1;
public bool checkIfDetectedWhileHidden;
public bool setHiddenFov;
public float hiddenFov = 20;
public bool zoomEnabled;
public float zoomSpeed = 10;
public float maxZoom = 10;
public float minZoom = 90;
public Transform cameraTransform;
public Transform pivotTransform;
public Transform cameraPositionTransform;
public float hideEventDelay;
public float visibleEventDelay;
public bool canResetCameraRotation = true;
public bool canResetCameraPosition = true;
[Space]
[Header ("Other Settings")]
[Space]
public bool useCharacterStateIcon = true;
public string visibleCharacterStateName = "Visible";
public string notVisibleCharacterStateName = "Not Visible";
public bool activateActionScreen = true;
public string actionScreenName = "Use Hide System";
public bool useMessageWhenUnableToHide;
[TextArea (1, 10)] public string unableToHideMessage;
public float showMessageTime;
[Space]
[Header ("Events Settings")]
[Space]
public UnityEvent hidenEvent = new UnityEvent ();
public UnityEvent visbleEvent = new UnityEvent ();
[Space]
[Header ("Debug")]
[Space]
public bool hidingCharacter;
[Space]
[Header ("Components")]
[Space]
public moveCameraToDevice moveCameraManager;
public electronicDevice electronicDeviceManager;
[Space]
[Header ("Gizmo Settings")]
[Space]
public bool showGizmo;
public Color gizmoColor;
public float arcGizmoRadius;
public float gizmoArrowLength = 1;
public float gizmoArrowAngle = 20;
public Color gizmoArrowColor = Color.white;
float originalCameraRotationX;
float originalPivotRotationY;
Quaternion currentCameraRotation;
Quaternion currentPivotRotation;
GameObject currentPlayer;
Vector2 currentLookAngle;
float lastTimeSpringRotation;
playerController playerControllerManager;
playerCamera playerCameraManager;
playerInputManager playerInput;
playerComponentsManager mainPlayerComponentsManager;
playerStatesManager statesManager;
characterFactionManager currentfactionManager;
usingDevicesSystem devicesManager;
Collider currentPlayerCollider;
hideCharacterFixedPlaceSystemPlayerManagement hideCharacterFixedPlaceSystemPlayerManager;
Vector3 currentMoveCameraPosition;
Vector3 originalCameraLocalPosition;
Vector3 currentCameraMovementPosition;
float lastTimeSpringMovement;
bool characterIsDetected;
float horizontalMouse;
float verticalMouse;
float horizontalInput;
float verticalInput;
Coroutine eventCoroutine;
bool increaseZoom;
bool decreaseZoom;
float currentFovValue;
Camera mainCamera;
float lastTimeMouseWheelUsed;
bool mouseWheelUsedPreviously;
Vector2 axisValues;
bool currentPlayerCameraIsFree;
bool characterFoundInsideHidePlace;
void Start ()
{
originalCameraRotationX = cameraTransform.localRotation.eulerAngles.x;
originalPivotRotationY = pivotTransform.localRotation.eulerAngles.y;
if (electronicDeviceManager == null) {
electronicDeviceManager = GetComponent<electronicDevice> ();
}
if (moveCameraManager == null) {
moveCameraManager = GetComponent<moveCameraToDevice> ();
}
originalCameraLocalPosition = pivotTransform.localPosition;
}
void FixedUpdate ()
{
if (hidingCharacter) {
if (checkIfDetectedWhileHidden && !characterFoundInsideHidePlace) {
characterFoundInsideHidePlace = currentfactionManager.isCharacterDetectedAsEnemyByOtherFaction (currentPlayer);
if (characterFoundInsideHidePlace) {
devicesManager.inputActivateDevice ();
characterFoundInsideHidePlace = false;
return;
}
}
if (currentPlayerCameraIsFree && !moveCameraManager.isCameraMoving ()) {
axisValues = playerInput.getPlayerMouseAxis ();
horizontalMouse = axisValues.x;
verticalMouse = axisValues.y;
if (cameraCanRotate) {
currentLookAngle.x += horizontalMouse * rotationSpeed;
currentLookAngle.y -= verticalMouse * rotationSpeed;
currentLookAngle.x = Mathf.Clamp (currentLookAngle.x, rangeAngleY.x, rangeAngleY.y);
currentLookAngle.y = Mathf.Clamp (currentLookAngle.y, rangeAngleX.x, rangeAngleX.y);
currentCameraRotation = Quaternion.Euler (originalCameraRotationX + currentLookAngle.y, 0, 0);
currentPivotRotation = Quaternion.Euler (0, originalPivotRotationY + currentLookAngle.x, 0);
}
if (useSpringRotation && canResetCameraRotation) {
if (horizontalMouse != 0 || verticalMouse != 0) {
lastTimeSpringRotation = Time.time;
}
if (Time.time > lastTimeSpringRotation + springRotationDelay) {
currentCameraRotation = Quaternion.Euler (originalCameraRotationX, 0, 0);
currentPivotRotation = Quaternion.Euler (0, originalPivotRotationY, 0);
currentLookAngle = Vector2.zero;
}
}
cameraTransform.localRotation = Quaternion.Lerp (cameraTransform.localRotation, currentCameraRotation, Time.deltaTime * smoothCameraRotationSpeed);
pivotTransform.localRotation = Quaternion.Lerp (pivotTransform.localRotation, currentPivotRotation, Time.deltaTime * smoothCameraRotationSpeed);
axisValues = playerInput.getPlayerMovementAxis ();
horizontalInput = axisValues.x;
verticalInput = axisValues.y;
if (cameraCanMove) {
currentMoveCameraPosition.x += horizontalInput * moveCameraSpeed;
currentMoveCameraPosition.y += verticalInput * moveCameraSpeed;
currentMoveCameraPosition.x = Mathf.Clamp (currentMoveCameraPosition.x, moveCameraLimitsX.x, moveCameraLimitsX.y);
currentMoveCameraPosition.y = Mathf.Clamp (currentMoveCameraPosition.y, moveCameraLimitsY.x, moveCameraLimitsY.y);
Vector3 moveInput = currentMoveCameraPosition.x * Vector3.right + currentMoveCameraPosition.y * Vector3.up;
currentCameraMovementPosition = originalCameraLocalPosition + moveInput;
}
if (useSpringMovement && canResetCameraPosition) {
if (horizontalInput != 0 || verticalInput != 0) {
lastTimeSpringMovement = Time.time;
}
if (Time.time > lastTimeSpringMovement + springMovementDelay) {
currentCameraMovementPosition = originalCameraLocalPosition;
currentMoveCameraPosition = Vector3.zero;
}
}
pivotTransform.localPosition = Vector3.MoveTowards (pivotTransform.localPosition, currentCameraMovementPosition, Time.deltaTime * smoothMoveCameraSpeed);
if (zoomEnabled) {
if (mouseWheelUsedPreviously && Time.time > lastTimeMouseWheelUsed + 0.1f) {
increaseZoom = false;
decreaseZoom = false;
mouseWheelUsedPreviously = false;
}
if (increaseZoom) {
currentFovValue -= Time.deltaTime * zoomSpeed;
}
if (decreaseZoom) {
currentFovValue += Time.deltaTime * zoomSpeed;
}
currentFovValue = Mathf.Clamp (currentFovValue, maxZoom, minZoom);
if (playerCameraManager.isFOVChanging ()) {
currentFovValue = mainCamera.fieldOfView;
} else {
mainCamera.fieldOfView = currentFovValue;
}
}
}
}
}
public void enableOrDisableHideState ()
{
if (characterIsDetected) {
return;
}
hidingCharacter = !hidingCharacter;
if (hidingCharacter) {
setCurrentPlayer (electronicDeviceManager.getCurrentPlayer ());
}
if (playerCameraManager.isCameraTypeFree ()) {
if (hidingCharacter) {
if (setHiddenFov) {
playerCameraManager.setMainCameraFov (hiddenFov, zoomSpeed);
}
} else {
playerCameraManager.setOriginalCameraFov ();
}
currentPlayerCameraIsFree = true;
} else {
currentPlayerCameraIsFree = false;
}
playerControllerManager.setVisibleToAIState (!hidingCharacter);
if (hidingCharacter) {
statesManager.checkPlayerStates ();
}
if (!checkIfDetectedWhileHidden) {
currentPlayerCollider.enabled = !hidingCharacter;
}
setCharacterState ();
callUnityEvents ();
resetCameraInputValues ();
if (hideCharacterFixedPlaceSystemPlayerManager) {
hideCharacterFixedPlaceSystemPlayerManager.setPlayerHidingState (hidingCharacter);
}
if (activateActionScreen) {
playerInput.enableOrDisableActionScreen (actionScreenName, hidingCharacter);
}
}
public void setCharacterState ()
{
if (useCharacterStateIcon) {
if (hidingCharacter) {
playerControllerManager.setCharacterStateIcon (notVisibleCharacterStateName);
} else {
playerControllerManager.setCharacterStateIcon (visibleCharacterStateName);
}
}
}
public void callUnityEvents ()
{
if (eventCoroutine != null) {
StopCoroutine (eventCoroutine);
}
eventCoroutine = StartCoroutine (callUnityEventsCoroutine ());
}
IEnumerator callUnityEventsCoroutine ()
{
if (hidingCharacter) {
yield return new WaitForSeconds (hideEventDelay);
if (hidenEvent.GetPersistentEventCount () > 0) {
hidenEvent.Invoke ();
}
} else {
yield return new WaitForSeconds (visibleEventDelay);
if (visbleEvent.GetPersistentEventCount () > 0) {
visbleEvent.Invoke ();
}
}
}
public void resetCameraInputValues ()
{
//reset input values and camera and pivot position and rotation
horizontalMouse = 0;
verticalMouse = 0;
currentLookAngle = Vector2.zero;
currentCameraRotation = Quaternion.identity;
currentPivotRotation = Quaternion.identity;
cameraTransform.localRotation = Quaternion.identity;
pivotTransform.localRotation = Quaternion.identity;
horizontalInput = 0;
verticalInput = 0;
currentMoveCameraPosition = Vector3.zero;
currentCameraMovementPosition = Vector3.zero;
pivotTransform.localPosition = Vector3.zero;
}
public void changeResetCameraTransfrom ()
{
canResetCameraRotation = !canResetCameraRotation;
canResetCameraPosition = !canResetCameraPosition;
lastTimeSpringRotation = 0;
lastTimeSpringMovement = 0;
}
public void setCurrentPlayer (GameObject player)
{
currentPlayer = player;
if (currentPlayer != null) {
mainPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
playerControllerManager = mainPlayerComponentsManager.getPlayerController ();
currentPlayerCollider = playerControllerManager.getMainCollider ();
statesManager = mainPlayerComponentsManager.getPlayerStatesManager ();
currentfactionManager = mainPlayerComponentsManager.getCharacterFactionManager ();
devicesManager = mainPlayerComponentsManager.getUsingDevicesSystem ();
playerCameraManager = mainPlayerComponentsManager.getPlayerCamera ();
mainCamera = playerCameraManager.getMainCamera ();
currentFovValue = mainCamera.fieldOfView;
playerInput = mainPlayerComponentsManager.getPlayerInputManager ();
hideCharacterFixedPlaceSystemPlayerManager = mainPlayerComponentsManager.getHideCharacterFixedPlaceSystemPlayerManagement ();
hideCharacterFixedPlaceSystemPlayerManager.setCurrentFixedHideSystem (this);
}
}
public void checkIfDetected ()
{
if (currentPlayer == null) {
setCurrentPlayer (electronicDeviceManager.getCurrentPlayer ());
}
//check if the current character is being searching by an enemy when the character is trying to hide
if (currentPlayer != null && !hidingCharacter) {
characterIsDetected = currentfactionManager.isCharacterDetectedAsEnemyByOtherFaction (currentPlayer);
//print ("characterIsDetected " + characterIsDetected);
if (characterIsDetected) {
electronicDeviceManager.setDeviceCanBeUsedState (false);
} else {
electronicDeviceManager.setDeviceCanBeUsedState (true);
}
}
}
public void showUnableToHideMessage ()
{
//show a message that he can't be hidden until none enemy is searching him
if (useMessageWhenUnableToHide && currentPlayer != null) {
devicesManager.checkShowObjectMessage (unableToHideMessage, showMessageTime);
}
}
//GET INPUT FUNCTIONS
public void inputResetCameraTransform ()
{
if (hidingCharacter && !moveCameraManager.isCameraMoving ()) {
changeResetCameraTransfrom ();
}
}
public void inputSetIncreaseZoomStateByButton (bool state)
{
if (hidingCharacter && !moveCameraManager.isCameraMoving () && zoomEnabled) {
if (state) {
increaseZoom = true;
} else {
increaseZoom = false;
}
}
}
public void inputSetDecreaseZoomStateByButton (bool state)
{
if (hidingCharacter && !moveCameraManager.isCameraMoving () && zoomEnabled) {
if (state) {
decreaseZoom = true;
} else {
decreaseZoom = false;
}
}
}
public void inputSetZoomValueByMouseWheel (bool state)
{
if (hidingCharacter && !moveCameraManager.isCameraMoving () && zoomEnabled) {
if (state) {
lastTimeMouseWheelUsed = Time.time;
increaseZoom = true;
mouseWheelUsedPreviously = true;
} else {
lastTimeMouseWheelUsed = Time.time;
decreaseZoom = true;
mouseWheelUsedPreviously = true;
}
}
}
void OnDrawGizmos ()
{
if (!showGizmo) {
return;
}
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
DrawGizmos ();
}
}
void OnDrawGizmosSelected ()
{
DrawGizmos ();
}
void DrawGizmos ()
{
if (showGizmo) {
Gizmos.color = gizmoColor;
GKC_Utils.drawGizmoArrow (cameraTransform.position, cameraTransform.right * Mathf.Abs (moveCameraLimitsX.x), gizmoArrowColor, gizmoArrowLength, gizmoArrowAngle);
GKC_Utils.drawGizmoArrow (cameraTransform.position, -cameraTransform.right * moveCameraLimitsX.y, gizmoArrowColor, gizmoArrowLength, gizmoArrowAngle);
GKC_Utils.drawGizmoArrow (cameraTransform.position, cameraTransform.up * moveCameraLimitsY.y, gizmoArrowColor, gizmoArrowLength, gizmoArrowAngle);
GKC_Utils.drawGizmoArrow (cameraTransform.position, -cameraTransform.up * Mathf.Abs (moveCameraLimitsY.x), gizmoArrowColor, gizmoArrowLength, gizmoArrowAngle);
Gizmos.color = Color.white;
Gizmos.DrawLine (cameraTransform.position + cameraTransform.right * Mathf.Abs (moveCameraLimitsX.x),
cameraTransform.position + cameraTransform.right * Mathf.Abs (moveCameraLimitsX.x) + cameraTransform.up * moveCameraLimitsY.y);
Gizmos.DrawLine (cameraTransform.position + cameraTransform.right * Mathf.Abs (moveCameraLimitsX.x) + cameraTransform.up * moveCameraLimitsY.y,
cameraTransform.position + cameraTransform.up * moveCameraLimitsY.y);
Gizmos.DrawLine (cameraTransform.position - cameraTransform.right * moveCameraLimitsX.y,
cameraTransform.position - cameraTransform.right * moveCameraLimitsX.y + cameraTransform.up * moveCameraLimitsY.y);
Gizmos.DrawLine (cameraTransform.position - cameraTransform.right * moveCameraLimitsX.y + cameraTransform.up * moveCameraLimitsY.y,
cameraTransform.position + cameraTransform.up * moveCameraLimitsY.y);
Gizmos.DrawLine (cameraTransform.position - cameraTransform.right * moveCameraLimitsX.y,
cameraTransform.position - cameraTransform.right * moveCameraLimitsX.y + cameraTransform.up * moveCameraLimitsY.x);
Gizmos.DrawLine (cameraTransform.position - cameraTransform.right * moveCameraLimitsX.y + cameraTransform.up * moveCameraLimitsY.x,
cameraTransform.position + cameraTransform.up * moveCameraLimitsY.x);
Gizmos.DrawLine (cameraTransform.position + cameraTransform.right * Mathf.Abs (moveCameraLimitsX.x),
cameraTransform.position + cameraTransform.right * Mathf.Abs (moveCameraLimitsX.x) + cameraTransform.up * moveCameraLimitsY.x);
Gizmos.DrawLine (cameraTransform.position + cameraTransform.right * Mathf.Abs (moveCameraLimitsX.x) + cameraTransform.up * moveCameraLimitsY.x,
cameraTransform.position + cameraTransform.up * moveCameraLimitsY.x);
}
}
}

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packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
assetPath: Assets/Game Kit Controller/Scripts/Hide System/hideCharacterFixedPlaceSystem.cs
uploadId: 814740

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class hideCharacterFixedPlaceSystemPlayerManagement : MonoBehaviour
{
[Header ("Debug")]
[Space]
public bool playerHiding;
public bool playerHidingOnFreeZone;
[Space]
public hideCharacterFixedPlaceSystem currentFixedHideSystem;
public hideFromEnemiesSystem currentHideFromEnemiesSystem;
[Space]
[Header ("Events Settings")]
[Space]
public bool useEventsOnStateChange;
public UnityEvent evenOnStateEnabled;
public UnityEvent eventOnStateDisabled;
[Space]
[Header ("Components")]
[Space]
public GameObject characterGameObject;
public void setPlayerHidingState (bool state)
{
playerHiding = state;
checkEventsOnStateChange (playerHiding);
}
public void setCurrentFixedHideSystem (hideCharacterFixedPlaceSystem newFixedHideSystem)
{
currentFixedHideSystem = newFixedHideSystem;
}
//FREE HIDE ZONE FUNCTIONS
public void setPlayerHidingOnFreeZoneState (bool state)
{
playerHidingOnFreeZone = state;
}
public void setCurrentHideFromEnemiesSystem (hideFromEnemiesSystem newHideFromEnemiesSystem)
{
currentHideFromEnemiesSystem = newHideFromEnemiesSystem;
}
public void removeCurrentHideFromEnemiesSystem ()
{
if (playerHidingOnFreeZone) {
currentHideFromEnemiesSystem.removeCharacterFromHiddenZone (characterGameObject);
}
}
//CALL INPUT FUNCTIONS TO CURRENT HIDE SYSTEM
public void hideInputResetCameraTransform ()
{
if (!playerHiding) {
return;
}
if (currentFixedHideSystem != null) {
currentFixedHideSystem.inputResetCameraTransform ();
}
}
public void hideInputSetIncreaseZoomStateByButton (bool state)
{
if (!playerHiding) {
return;
}
if (currentFixedHideSystem != null) {
currentFixedHideSystem.inputSetIncreaseZoomStateByButton (state);
}
}
public void hideInputSetDecreaseZoomStateByButton (bool state)
{
if (!playerHiding) {
return;
}
if (currentFixedHideSystem != null) {
currentFixedHideSystem.inputSetDecreaseZoomStateByButton (state);
}
}
public void hideInputSetZoomValueByMouseWheel (bool state)
{
if (!playerHiding) {
return;
}
if (currentFixedHideSystem != null) {
currentFixedHideSystem.inputSetZoomValueByMouseWheel (state);
}
}
public void checkEventsOnStateChange (bool state)
{
if (useEventsOnStateChange) {
if (state) {
evenOnStateEnabled.Invoke ();
} else {
eventOnStateDisabled.Invoke ();
}
}
}
}

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userData:
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assetBundleVariant:
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serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
assetPath: Assets/Game Kit Controller/Scripts/Hide System/hideCharacterFixedPlaceSystemPlayerManagement.cs
uploadId: 814740

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class hideFromEnemiesSystem : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public LayerMask layerToCharacters;
public float timeDelayToHidenAgainIfDiscovered;
public float checkIfCharacterCanBeHiddenAgainRate = 0.5f;
public bool loseTrackOfPlayerByAIOnTriggerEnterEnabled;
public bool reactivatePlayerColliderOnExitTrigger;
[Space]
[Header ("Hide Conditions Settings")]
[Space]
public bool characterNeedToCrouch;
public float maxMoveAmount;
public bool characterCantMove;
public bool hiddenForATime;
public float hiddenForATimeAmount;
[Space]
[Header ("Character State Icon Settings")]
[Space]
public bool useCharacterStateIcon;
public string visibleCharacterStateName;
public string notVisibleCharacterStateName;
[Space]
[Header ("Debug")]
[Space]
public List<hiddenCharacterInfo> hiddenCharacterInfoList = new List<hiddenCharacterInfo> ();
public bool charactersOnHiddenList;
hiddenCharacterInfo currentCharacter;
void Update ()
{
if (!charactersOnHiddenList) {
return;
}
for (int i = 0; i < hiddenCharacterInfoList.Count; i++) {
currentCharacter = hiddenCharacterInfoList [i];
//if an external action changes the visibility of the character to AI, change its state here too
if (currentCharacter.playerControllerManager.isCharacterVisibleToAI ()) {
if (currentCharacter.hidden) {
currentCharacter.hidden = false;
if (currentCharacter.factionManager.isCharacterDetectedAsEnemyByOtherFaction (currentCharacter.characterGameObject)) {
currentCharacter.lastTimeDiscovered = Time.time;
}
}
}
if (!currentCharacter.hidden) {
if (Time.time > currentCharacter.lastTimeCheckIfCharacterCanBeHiddenAgain + checkIfCharacterCanBeHiddenAgainRate) {
if (currentCharacter.factionManager.isCharacterDetectedAsEnemyByOtherFaction (currentCharacter.characterGameObject)) {
if (currentCharacter.canBeHidden) {
setCharacterState (visibleCharacterStateName, i);
currentCharacter.playerControllerManager.setVisibleToAIState (true);
currentCharacter.canBeHidden = false;
}
} else if (Time.time > currentCharacter.lastTimeDiscovered + timeDelayToHidenAgainIfDiscovered && currentCharacter.canBeHidden) {
currentCharacter.playerControllerManager.setVisibleToAIState (false);
currentCharacter.hidden = true;
currentCharacter.lastTimeHidden = Time.time;
setCharacterState (notVisibleCharacterStateName, i);
if (loseTrackOfPlayerByAIOnTriggerEnterEnabled) {
GKC_Utils.removeTargetFromAIEnemyList (currentCharacter.characterGameObject);
}
}
currentCharacter.lastTimeCheckIfCharacterCanBeHiddenAgain = Time.time;
}
}
if (characterNeedToCrouch) {
if (currentCharacter.playerControllerManager.isCrouching ()) {
if (!currentCharacter.hidden) {
if (!currentCharacter.factionManager.isCharacterDetectedAsEnemyByOtherFaction (currentCharacter.characterGameObject)) {
currentCharacter.playerControllerManager.setVisibleToAIState (false);
currentCharacter.hidden = true;
currentCharacter.canBeHidden = true;
currentCharacter.lastTimeHidden = Time.time;
setCharacterState (notVisibleCharacterStateName, i);
if (loseTrackOfPlayerByAIOnTriggerEnterEnabled) {
GKC_Utils.removeTargetFromAIEnemyList (currentCharacter.characterGameObject);
}
}
}
} else {
if (currentCharacter.hidden) {
currentCharacter.playerControllerManager.setVisibleToAIState (true);
currentCharacter.hidden = false;
currentCharacter.lastTimeDiscovered = Time.time;
setCharacterState (visibleCharacterStateName, i);
currentCharacter.canBeHidden = false;
}
}
} else {
currentCharacter.playerControllerManager.setVisibleToAIState (false);
if (!currentCharacter.hidden) {
currentCharacter.hidden = true;
currentCharacter.canBeHidden = true;
currentCharacter.lastTimeHidden = Time.time;
setCharacterState (notVisibleCharacterStateName, i);
if (loseTrackOfPlayerByAIOnTriggerEnterEnabled) {
GKC_Utils.removeTargetFromAIEnemyList (currentCharacter.characterGameObject);
}
}
}
// if (hiddenForATime) {
// if (Time.time > currentCharacter.lastTimeHidden + hiddenForATimeAmount) {
// currentCharacter.playerControllerManager.setVisibleToAIState (true);
// setCharacterState (visibleCharacterStateName, i);
// currentCharacter.hidden = false;
// currentCharacter.lastTimeDiscovered = Time.time;
// }
// }
//
// if (characterCantMove) {
// if (currentCharacter.playerControllerManager.isPlayerMoving (maxMoveAmount)) {
// currentCharacter.playerControllerManager.setVisibleToAIState (true);
// setCharacterState (visibleCharacterStateName, i);
// currentCharacter.hidden = false;
// currentCharacter.lastTimeDiscovered = Time.time;
// }
// }
}
}
public void setCharacterState (string stateName, int characterIndex)
{
if (useCharacterStateIcon) {
hiddenCharacterInfoList [characterIndex].playerControllerManager.setCharacterStateIcon (stateName);
}
}
public void OnTriggerEnter (Collider col)
{
checkTriggerInfo (col, true);
}
public void OnTriggerExit (Collider col)
{
checkTriggerInfo (col, false);
}
public void addCharacterFromHiddenZone (GameObject newCharacter)
{
if (newCharacter != null) {
addOrRemoveCharacterFromHiddenZone (newCharacter, true);
}
}
public void removeCharacterFromHiddenZone (GameObject newCharacter)
{
if (newCharacter != null) {
addOrRemoveCharacterFromHiddenZone (newCharacter, false);
}
}
public void checkTriggerInfo (Collider col, bool isEnter)
{
if (col != null) {
addOrRemoveCharacterFromHiddenZone (col.gameObject, isEnter);
}
}
void addOrRemoveCharacterFromHiddenZone (GameObject newCharacter, bool state)
{
if ((1 << newCharacter.layer & layerToCharacters.value) == 1 << newCharacter.layer) {
GameObject characterFound = newCharacter;
bool alreadyIncluded = false;
int characterIndex = -1;
for (int i = 0; i < hiddenCharacterInfoList.Count; i++) {
if (hiddenCharacterInfoList [i].characterGameObject == characterFound && !alreadyIncluded) {
alreadyIncluded = true;
characterIndex = i;
}
}
if (state) {
if (!alreadyIncluded) {
hiddenCharacterInfo newHiddenCharacterInfo = new hiddenCharacterInfo ();
newHiddenCharacterInfo.name = characterFound.name;
newHiddenCharacterInfo.characterGameObject = characterFound;
playerComponentsManager mainPlayerComponentsManager = characterFound.GetComponent<playerComponentsManager> ();
newHiddenCharacterInfo.playerControllerManager = mainPlayerComponentsManager.getPlayerController ();
newHiddenCharacterInfo.playerControllerManager.setVisibleToAIState (false);
newHiddenCharacterInfo.factionManager = mainPlayerComponentsManager.getCharacterFactionManager ();
newHiddenCharacterInfo.mainHideCharacterFixedPlaceSystemPlayerManagement = mainPlayerComponentsManager.getHideCharacterFixedPlaceSystemPlayerManagement ();
if (newHiddenCharacterInfo.mainHideCharacterFixedPlaceSystemPlayerManagement != null) {
newHiddenCharacterInfo.mainHideCharacterFixedPlaceSystemPlayerManagement.setPlayerHidingOnFreeZoneState (true);
newHiddenCharacterInfo.mainHideCharacterFixedPlaceSystemPlayerManagement.setCurrentHideFromEnemiesSystem (this);
}
newHiddenCharacterInfo.hidden = true;
newHiddenCharacterInfo.lastTimeHidden = Time.time;
newHiddenCharacterInfo.canBeHidden = true;
hiddenCharacterInfoList.Add (newHiddenCharacterInfo);
setCharacterState (notVisibleCharacterStateName, hiddenCharacterInfoList.Count - 1);
if (loseTrackOfPlayerByAIOnTriggerEnterEnabled) {
GKC_Utils.removeTargetFromAIEnemyList (characterFound);
}
}
} else {
if (alreadyIncluded) {
hiddenCharacterInfo characterToRemove = hiddenCharacterInfoList [characterIndex];
characterToRemove.playerControllerManager.setVisibleToAIState (true);
if (characterToRemove.mainHideCharacterFixedPlaceSystemPlayerManagement) {
characterToRemove.mainHideCharacterFixedPlaceSystemPlayerManagement.setPlayerHidingOnFreeZoneState (false);
characterToRemove.mainHideCharacterFixedPlaceSystemPlayerManagement.setCurrentHideFromEnemiesSystem (null);
}
setCharacterState (visibleCharacterStateName, characterIndex);
hiddenCharacterInfoList.RemoveAt (characterIndex);
if (reactivatePlayerColliderOnExitTrigger) {
characterToRemove.playerControllerManager.reactivateColliderIfPossible ();
}
}
}
if (hiddenCharacterInfoList.Count > 0) {
charactersOnHiddenList = true;
} else {
charactersOnHiddenList = false;
}
}
}
public bool isCharacterHiddenOnZone (GameObject characterToCheck)
{
for (int i = 0; i < hiddenCharacterInfoList.Count; i++) {
if (hiddenCharacterInfoList [i].characterGameObject == characterToCheck) {
return true;
}
}
return false;
}
[System.Serializable]
public class hiddenCharacterInfo
{
public string name;
public GameObject characterGameObject;
public playerController playerControllerManager;
public characterFactionManager factionManager;
public hideCharacterFixedPlaceSystemPlayerManagement mainHideCharacterFixedPlaceSystemPlayerManagement;
public bool hidden;
public float hiddenTime;
public float lastTimeHidden;
public float lastTimeDiscovered;
public bool canBeHidden;
public float lastTimeCheckIfCharacterCanBeHiddenAgain;
}
}

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