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