242 lines
4.5 KiB
C#
242 lines
4.5 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Events;
|
|
|
|
public class GKCConditionInfo : MonoBehaviour
|
|
{
|
|
[Header ("Main Settings")]
|
|
[Space]
|
|
|
|
public bool conditionCheckEnabled;
|
|
|
|
public bool searchPlayerOnSceneIfNotAssigned;
|
|
|
|
public LayerMask layermaskToCheck;
|
|
|
|
public bool checkConditionCompleteOnTriggerEnterEnabled = true;
|
|
|
|
[Space]
|
|
[Header ("Coroutine Settings")]
|
|
[Space]
|
|
|
|
public bool checkConditionOnCoroutine;
|
|
|
|
public bool stopCoroutineOnConditionComplete;
|
|
public bool stopCoroutineOnConditionNotComplete;
|
|
|
|
|
|
[Space]
|
|
[Header ("Events Settings")]
|
|
[Space]
|
|
|
|
public UnityEvent eventOnConditionComplete;
|
|
|
|
public UnityEvent eventOnConditionNotComplete;
|
|
|
|
[Space]
|
|
[Space]
|
|
|
|
public bool useEventOnTriggerEnter;
|
|
public UnityEvent eventOnTriggerEnter;
|
|
|
|
public bool useEventOnTriggerExit;
|
|
public UnityEvent eventOnTriggerExit;
|
|
|
|
[Space]
|
|
[Header ("Debug")]
|
|
[Space]
|
|
|
|
public bool showDebugPrint;
|
|
|
|
public bool checkConditionPaused;
|
|
|
|
public GameObject currentPlayer;
|
|
|
|
public bool coroutineUpdateInProcess;
|
|
|
|
bool playerAssignedProperly;
|
|
|
|
|
|
public void findPlayerOnScene ()
|
|
{
|
|
if (searchPlayerOnSceneIfNotAssigned) {
|
|
setCurrentPlayer (GKC_Utils.findMainPlayerOnScene ());
|
|
}
|
|
}
|
|
|
|
public bool checkIfPlayerAssigned ()
|
|
{
|
|
if (playerAssignedProperly) {
|
|
return true;
|
|
}
|
|
|
|
if (currentPlayer == null) {
|
|
|
|
findPlayerOnScene ();
|
|
|
|
if (currentPlayer == null) {
|
|
print ("WARNING: no player controller has been assigned to the mission." +
|
|
" Make sure to use a trigger to activate the mission or assign the player manually");
|
|
} else {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public virtual void setCurrentPlayer (GameObject newPlayer)
|
|
{
|
|
currentPlayer = newPlayer;
|
|
|
|
if (currentPlayer != null) {
|
|
playerAssignedProperly = true;
|
|
} else {
|
|
playerAssignedProperly = false;
|
|
}
|
|
}
|
|
|
|
public virtual void checkIfConditionComplete ()
|
|
{
|
|
|
|
}
|
|
|
|
public virtual bool checkIfConditionCompleteAndReturnResult ()
|
|
{
|
|
|
|
return false;
|
|
}
|
|
|
|
public void setConditionResult (bool state)
|
|
{
|
|
if (showDebugPrint) {
|
|
print ("Condition result: " + state);
|
|
}
|
|
|
|
if (state) {
|
|
eventOnConditionComplete.Invoke ();
|
|
} else {
|
|
eventOnConditionNotComplete.Invoke ();
|
|
}
|
|
|
|
if (state) {
|
|
if (stopCoroutineOnConditionComplete) {
|
|
if (checkConditionOnCoroutine) {
|
|
stopUpdateCoroutine ();
|
|
}
|
|
}
|
|
} else {
|
|
if (stopCoroutineOnConditionNotComplete) {
|
|
if (checkConditionOnCoroutine) {
|
|
stopUpdateCoroutine ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void OnTriggerEnter (Collider col)
|
|
{
|
|
checkTriggerInfo (col, true);
|
|
}
|
|
|
|
void OnTriggerExit (Collider col)
|
|
{
|
|
checkTriggerInfo (col, false);
|
|
}
|
|
|
|
public void checkTriggerInfo (Collider col, bool isEnter)
|
|
{
|
|
if (!conditionCheckEnabled) {
|
|
return;
|
|
}
|
|
|
|
if (checkConditionPaused) {
|
|
return;
|
|
}
|
|
|
|
if ((1 << col.gameObject.layer & layermaskToCheck.value) == 1 << col.gameObject.layer) {
|
|
|
|
if (isEnter) {
|
|
setCurrentPlayer (col.gameObject);
|
|
|
|
playerComponentsManager mainPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
|
|
|
|
if (mainPlayerComponentsManager != null) {
|
|
GKCConditionSystem mainGKCConditionSystem = mainPlayerComponentsManager.getGKCConditionSystem ();
|
|
|
|
if (mainGKCConditionSystem != null) {
|
|
mainGKCConditionSystem.setCurrentGKCConditionInfo (this);
|
|
|
|
if (checkConditionCompleteOnTriggerEnterEnabled) {
|
|
if (checkConditionOnCoroutine) {
|
|
stopUpdateCoroutine ();
|
|
|
|
conditionCoroutine = StartCoroutine (updateCoroutine ());
|
|
} else {
|
|
mainGKCConditionSystem.checkIfConditionComplete ();
|
|
}
|
|
}
|
|
|
|
if (useEventOnTriggerEnter) {
|
|
eventOnTriggerEnter.Invoke ();
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (col.gameObject == currentPlayer) {
|
|
setCurrentPlayer (null);
|
|
|
|
checkFunctionOnTriggerExit ();
|
|
|
|
if (useEventOnTriggerExit) {
|
|
eventOnTriggerExit.Invoke ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void setCheckConditionPausedState (bool state)
|
|
{
|
|
checkConditionPaused = state;
|
|
}
|
|
|
|
public void stopUpdateCoroutine ()
|
|
{
|
|
if (conditionCoroutine != null) {
|
|
StopCoroutine (conditionCoroutine);
|
|
}
|
|
|
|
coroutineUpdateInProcess = false;
|
|
}
|
|
|
|
public virtual void checkFunctionOnTriggerExit ()
|
|
{
|
|
if (checkConditionOnCoroutine) {
|
|
stopUpdateCoroutine ();
|
|
|
|
}
|
|
}
|
|
|
|
public Coroutine conditionCoroutine;
|
|
|
|
IEnumerator updateCoroutine ()
|
|
{
|
|
var waitTime = new WaitForFixedUpdate ();
|
|
|
|
while (true) {
|
|
checkConditionOnUpdateState ();
|
|
|
|
coroutineUpdateInProcess = true;
|
|
|
|
yield return waitTime;
|
|
}
|
|
}
|
|
|
|
public virtual void checkConditionOnUpdateState ()
|
|
{
|
|
|
|
}
|
|
}
|