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