SanAndreasUnity/Assets/Scripts/Behaviours/World/EntranceExitMapObject.cs
2022-01-24 18:07:00 +01:00

175 lines
5.4 KiB
C#

using UnityEngine;
using SanAndreasUnity.Importing.Items.Placements;
using SanAndreasUnity.Utilities;
using System.Collections.Generic;
using System.Linq;
namespace SanAndreasUnity.Behaviours.World
{
public class EntranceExitMapObject : MapObject
{
static List<EntranceExitMapObject> _sAllActiveObjects = new List<EntranceExitMapObject>();
public static IReadOnlyList<EntranceExitMapObject> AllActiveObjects => _sAllActiveObjects;
Coroutine m_animateArrowCoroutine;
public float minArrowPos = -1f;
public float maxArrowPos = 1f;
public Transform arrowTransform;
public float arrowMoveSpeed = 0.3f;
public static EntranceExitMapObject Create(EntranceExit info)
{
var obj = Create<EntranceExitMapObject>(Cell.Instance.enexPrefab);
obj.Initialize(info);
return obj;
}
public EntranceExit Info { get; private set; }
public void Initialize(EntranceExit info)
{
Info = info;
name = string.Format("ENEX ({0})", info.Name);
float height = 2f;
this.Initialize(
Cell.Instance.GetPositionBasedOnInteriorLevel(
info.EntrancePos + Vector3.up * height * 0.5f,
info.TargetInterior),
Quaternion.identity);
gameObject.SetActive(false);
gameObject.isStatic = true;
// collider
var collider = gameObject.GetComponent<BoxCollider>();
collider.size = new Vector3(info.Size.x, height, info.Size.y);
collider.isTrigger = true;
// need rigid body for detecting collisions
var rb = gameObject.GetComponent<Rigidbody>();
rb.mass = 0f;
rb.isKinematic = true;
this.SetDrawDistance(100f);
}
void OnEnable()
{
_sAllActiveObjects.Add(this);
m_animateArrowCoroutine = this.StartCoroutine(this.AnimateArrow());
}
void OnDisable()
{
_sAllActiveObjects.Remove(this);
if (m_animateArrowCoroutine != null)
this.StopCoroutine(m_animateArrowCoroutine);
m_animateArrowCoroutine = null;
}
void OnDrawGizmosSelected()
{
Utilities.F.HandlesDrawText(this.transform.position, this.name, Color.yellow);
}
protected override void OnLoad()
{
//Debug.LogFormat("OnLoad() - {0}", this.gameObject.name);
}
protected override void OnShow()
{
//Debug.LogFormat("OnShow() - {0}", this.gameObject.name);
this.gameObject.SetActive(true);
}
void OnTriggerEnter(Collider collider)
{
//Debug.LogFormat("OnTriggerEnter() - with {0}", collider.gameObject.name);
var ped = collider.gameObject.GetComponent<Ped>();
if (ped != null)
ped.OnStartCollidingWithEnex(this);
}
void OnTriggerExit(Collider collider)
{
//Debug.LogFormat("OnTriggerExit() - with {0}", collider.gameObject.name);
var ped = collider.gameObject.GetComponent<Ped>();
if (ped != null)
ped.OnStopCollidingWithEnex(this);
}
System.Collections.IEnumerator AnimateArrow()
{
// place arrow at center
float center = (this.minArrowPos + this.maxArrowPos) * 0.5f;
this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(center);
yield return null;
// move arrow up/down
// set initial sign (direction of movement)
float sign = Mathf.Sign(Random.Range(-1f, 1f));
while (true)
{
float y = this.arrowTransform.localPosition.y;
y += sign * this.arrowMoveSpeed * Time.deltaTime;
if (y >= this.maxArrowPos || y <= this.minArrowPos)
{
// clamp
y = Mathf.Clamp(y, this.minArrowPos, this.maxArrowPos);
// flip direction
sign = - sign;
}
this.arrowTransform.localPosition = this.arrowTransform.localPosition.WithY(y);
yield return null;
}
}
public EntranceExit FindMatchingEnex()
{
EntranceExit firstMatchingWithDifferentInterior = null;
EntranceExit firstMatchingWithSameInterior = null;
foreach (var enex in Importing.Items.Item.Enexes)
{
if (firstMatchingWithDifferentInterior != null && firstMatchingWithSameInterior != null) // both are found
continue;
if (enex.Name != this.Info.Name)
continue;
if (enex == this.Info)
continue;
if (null == firstMatchingWithDifferentInterior && enex.TargetInterior != this.Info.TargetInterior)
firstMatchingWithDifferentInterior = enex;
if (null == firstMatchingWithSameInterior && enex.TargetInterior == this.Info.TargetInterior)
firstMatchingWithSameInterior = enex;
}
return firstMatchingWithDifferentInterior ?? firstMatchingWithSameInterior;
}
}
}