added destionation targets, illusionary wall WIP, fixes to triggers
This commit is contained in:
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This is
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what all the promises are worth. Dreams and illusions. He promised me so
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much... And the price was too high... He promised me... He promised...'
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File diff suppressed because it is too large
Load Diff
@@ -9,189 +9,185 @@ using Sirenix.OdinInspector;
|
||||
using PixelCrushers.QuestMachine;
|
||||
using PixelCrushers.DialogueSystem;
|
||||
using TMPro;
|
||||
|
||||
namespace Beyond
|
||||
{
|
||||
[vClassHeader("bTrigger Generic Action", false, iconName = "triggerIcon")]
|
||||
public class bTriggerGenericAction : vTriggerGenericAction
|
||||
[vClassHeader("bTrigger Generic Action", false, iconName = "triggerIcon")]
|
||||
public class bTriggerGenericAction : vTriggerGenericAction
|
||||
{
|
||||
[vEditorToolbar("Conditions", order = 0)] [SerializeField]
|
||||
private Condition m_questCondition;
|
||||
public bool m_itemChecking;
|
||||
public int m_itemToCheckId;
|
||||
|
||||
[vHelpBox("Disable Selected HUD OnValidate, and enable OnInvalidate. Script ActionTriggerEvent.cs")]
|
||||
public bool disableHUD = true;
|
||||
|
||||
[vHelpBox("Changes interaction image")]
|
||||
//public bool isDialogueTrigger = false;
|
||||
|
||||
public TriggerDescriptor.TriggerType triggerType = TriggerDescriptor.TriggerType.Generic;
|
||||
|
||||
public UnityEvent OnPlayerMatchTargetPosition;
|
||||
|
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[vEditorToolbar("Animation", order = 2)] [SerializeField]
|
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public bool useFadeOnMatchingToTarget;
|
||||
|
||||
[SerializeField] private AnimationCurve m_fadeInCurve;
|
||||
[SerializeField] private AnimationCurve m_fadeOutCurve;
|
||||
[SerializeField] private float m_fadeSpeed = 2f;
|
||||
|
||||
[vEditorToolbar("Interaction", order = 4)] [SerializeField]
|
||||
private bool m_enableInteractionLegality;
|
||||
|
||||
public Quest m_guilt;
|
||||
|
||||
private bool m_faded;
|
||||
public bool Faded => m_faded;
|
||||
|
||||
public float animationDelay = 0f;
|
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private TriggerDescriptor m_triggerDescriptor;
|
||||
|
||||
private void OnEnable()
|
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{
|
||||
[vEditorToolbar("Conditions", order = 0)] [SerializeField]
|
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private Condition m_questCondition;
|
||||
|
||||
public bool m_itemChecking;
|
||||
public int m_itemToCheckId;
|
||||
|
||||
[vHelpBox("Disable Selected HUD OnValidate, and enable OnInvalidate. Script ActionTriggerEvent.cs")]
|
||||
public bool disableHUD = true;
|
||||
|
||||
[vHelpBox("Changes interaction image")]
|
||||
public TriggerDescriptor.TriggerType triggerType = TriggerDescriptor.TriggerType.Generic;
|
||||
|
||||
public UnityEvent OnPlayerMatchTargetPosition;
|
||||
|
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[vEditorToolbar("Animation", order = 2)] [SerializeField]
|
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public bool useFadeOnMatchingToTarget;
|
||||
|
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[SerializeField] private AnimationCurve m_fadeInCurve;
|
||||
[SerializeField] private AnimationCurve m_fadeOutCurve;
|
||||
[SerializeField] private float m_fadeSpeed = 2f;
|
||||
|
||||
[vEditorToolbar("Interaction", order = 4)] [SerializeField]
|
||||
private bool m_enableInteractionLegality;
|
||||
|
||||
public Quest m_guilt;
|
||||
|
||||
private bool m_faded;
|
||||
public bool Faded => m_faded;
|
||||
|
||||
public float animationDelay = 0f;
|
||||
private TriggerDescriptor m_triggerDescriptor;
|
||||
|
||||
private void OnEnable()
|
||||
if (useFadeOnMatchingToTarget)
|
||||
{
|
||||
if (useFadeOnMatchingToTarget)
|
||||
OnPressActionInput.AddListener(ToggleFade);
|
||||
OnPlayerMatchTargetPosition.AddListener(ToggleFade);
|
||||
if (FadeCanvasGroup.Instance)
|
||||
{
|
||||
OnPressActionInput.AddListener(ToggleFade);
|
||||
OnPlayerMatchTargetPosition.AddListener(ToggleFade);
|
||||
if (FadeCanvasGroup.Instance)
|
||||
{
|
||||
FadeCanvasGroup.Instance.OnFadeInEnd.AddListener(OnFadeInEnd);
|
||||
FadeCanvasGroup.Instance.OnFadeOutEnd.AddListener(OnFadeOutEnd);
|
||||
}
|
||||
FadeCanvasGroup.Instance.OnFadeInEnd.AddListener(OnFadeInEnd);
|
||||
FadeCanvasGroup.Instance.OnFadeOutEnd.AddListener(OnFadeOutEnd);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (useFadeOnMatchingToTarget)
|
||||
{
|
||||
OnPressActionInput.RemoveListener(ToggleFade);
|
||||
OnPlayerMatchTargetPosition.RemoveListener(ToggleFade);
|
||||
if (FadeCanvasGroup.Instance)
|
||||
{
|
||||
FadeCanvasGroup.Instance.OnFadeInEnd.RemoveListener(OnFadeInEnd);
|
||||
FadeCanvasGroup.Instance.OnFadeOutEnd.RemoveListener(OnFadeOutEnd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override IEnumerator OnPressActionDelay(GameObject obj)
|
||||
{
|
||||
if (!m_itemChecking)
|
||||
{
|
||||
yield return base.OnPressActionDelay(obj);
|
||||
}
|
||||
|
||||
if (m_itemChecking && Player.Instance.ItemManager.ContainItem(m_itemToCheckId))
|
||||
{
|
||||
yield return base.OnPressActionDelay(obj);
|
||||
}
|
||||
|
||||
|
||||
if (!Player.Instance.ItemManager.ContainItem(m_itemToCheckId))
|
||||
{
|
||||
var item = Player.Instance.ItemManager.itemListData.items.Find(item => item.id == m_itemToCheckId);
|
||||
DialogueManager.BarkString($"{item.name} Required", Player.Instance.transform);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnActionTriggerEnter(GameObject gameObject)
|
||||
{
|
||||
if (!m_questCondition.IsTrue(null))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (disableHUD)
|
||||
{
|
||||
ActionTriggerEvent.ActionTriggerEnter?.Invoke(m_triggerDescriptor);
|
||||
}
|
||||
|
||||
if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
|
||||
{
|
||||
Player.Instance.SetDialogueIntaractableButtonImage();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnActionTriggerExit(GameObject gameObject)
|
||||
{
|
||||
if (disableHUD)
|
||||
{
|
||||
ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
|
||||
}
|
||||
|
||||
if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
|
||||
{
|
||||
Player.Instance.ResetIntaractableButtonImage();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnActionEndAnimation(GameObject gameObject)
|
||||
{
|
||||
// THIS SECTION WAS THE PRIMARY CAUSE OF THE DOUBLE-EXIT CALL.
|
||||
// The logic below was removed because the trigger exit should only happen
|
||||
// when the player physically leaves the collider, which is already
|
||||
// handled by the OnInvalidate event that calls OnActionTriggerExit.
|
||||
/*
|
||||
if (disableHUD)
|
||||
{
|
||||
ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
|
||||
}
|
||||
|
||||
if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
|
||||
{
|
||||
Player.Instance.ResetIntaractableButtonImage();
|
||||
}
|
||||
*/
|
||||
|
||||
if (!m_enableInteractionLegality)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_guilt == null)
|
||||
{
|
||||
Debug.LogError("There is no quilt assigned to interactable game object: " + gameObject.name);
|
||||
return;
|
||||
}
|
||||
|
||||
Player.Instance.PlayerConfessionController.AddGuilt(m_guilt);
|
||||
}
|
||||
|
||||
private void ToggleFade()
|
||||
{
|
||||
if (FadeCanvasGroup.Instance == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_faded)
|
||||
{
|
||||
m_faded = true;
|
||||
FadeCanvasGroup.Instance.FadeOut(1f / m_fadeSpeed);
|
||||
return;
|
||||
}
|
||||
|
||||
FadeCanvasGroup.Instance.FadeIn(1f / m_fadeSpeed);
|
||||
}
|
||||
|
||||
private void OnFadeInEnd()
|
||||
{
|
||||
m_faded = false;
|
||||
}
|
||||
|
||||
private void OnFadeOutEnd()
|
||||
{
|
||||
m_faded = true;
|
||||
}
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
m_triggerDescriptor = new TriggerDescriptor(gameObject, triggerType);
|
||||
OnValidate.AddListener(OnActionTriggerEnter);
|
||||
OnInvalidate.AddListener(OnActionTriggerExit);
|
||||
OnEndAnimation.AddListener(() => OnActionEndAnimation(gameObject));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (useFadeOnMatchingToTarget)
|
||||
{
|
||||
OnPressActionInput.RemoveListener(ToggleFade);
|
||||
OnPlayerMatchTargetPosition.RemoveListener(ToggleFade);
|
||||
if (FadeCanvasGroup.Instance)
|
||||
{
|
||||
FadeCanvasGroup.Instance.OnFadeInEnd.RemoveListener(OnFadeInEnd);
|
||||
FadeCanvasGroup.Instance.OnFadeOutEnd.RemoveListener(OnFadeOutEnd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override IEnumerator OnPressActionDelay(GameObject obj)
|
||||
{
|
||||
if (!m_itemChecking)
|
||||
{
|
||||
yield return base.OnPressActionDelay(obj);
|
||||
}
|
||||
|
||||
if (m_itemChecking && Player.Instance.ItemManager.ContainItem(m_itemToCheckId))
|
||||
{
|
||||
yield return base.OnPressActionDelay(obj);
|
||||
}
|
||||
|
||||
|
||||
if (!Player.Instance.ItemManager.ContainItem(m_itemToCheckId))
|
||||
{
|
||||
var item = Player.Instance.ItemManager.itemListData.items.Find(item => item.id == m_itemToCheckId);
|
||||
DialogueManager.BarkString($"{item.name} Required", Player.Instance.transform);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnActionTriggerEnter(GameObject gameObject)
|
||||
{
|
||||
if (!m_questCondition.IsTrue(null))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (disableHUD)
|
||||
{
|
||||
ActionTriggerEvent.ActionTriggerEnter?.Invoke(m_triggerDescriptor);
|
||||
}
|
||||
|
||||
if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
|
||||
{
|
||||
Player.Instance.SetDialogueIntaractableButtonImage();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnActionTriggerExit(GameObject gameObject)
|
||||
{
|
||||
if (disableHUD)
|
||||
{
|
||||
ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
|
||||
}
|
||||
|
||||
if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
|
||||
{
|
||||
Player.Instance.ResetIntaractableButtonImage();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnActionEndAnimation(GameObject gameObject)
|
||||
{
|
||||
if (disableHUD)
|
||||
{
|
||||
ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
|
||||
}
|
||||
|
||||
if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
|
||||
{
|
||||
Player.Instance.ResetIntaractableButtonImage();
|
||||
}
|
||||
|
||||
if (!m_enableInteractionLegality)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_guilt == null)
|
||||
{
|
||||
Debug.LogError("There is no quilt assigned to interactable game object: " + gameObject.name);
|
||||
return;
|
||||
}
|
||||
|
||||
Player.Instance.PlayerConfessionController.AddGuilt(m_guilt);
|
||||
}
|
||||
|
||||
private void ToggleFade()
|
||||
{
|
||||
if (FadeCanvasGroup.Instance == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_faded)
|
||||
{
|
||||
m_faded = true;
|
||||
FadeCanvasGroup.Instance.FadeOut(1f / m_fadeSpeed);
|
||||
//.InvokeFade(m_fadeInCurve, m_fadeSpeed);
|
||||
return;
|
||||
}
|
||||
|
||||
FadeCanvasGroup.Instance.FadeIn(1f / m_fadeSpeed);
|
||||
//FadeCanvasGroup.InvokeFade(m_fadeOutCurve, m_fadeSpeed);
|
||||
}
|
||||
|
||||
private void OnFadeInEnd()
|
||||
{
|
||||
m_faded = false;
|
||||
}
|
||||
|
||||
private void OnFadeOutEnd()
|
||||
{
|
||||
m_faded = true;
|
||||
}
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
m_triggerDescriptor = new TriggerDescriptor(gameObject, triggerType);
|
||||
OnValidate.AddListener(OnActionTriggerEnter);
|
||||
OnInvalidate.AddListener(OnActionTriggerExit);
|
||||
OnEndAnimation.AddListener(() => OnActionEndAnimation(gameObject));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user