added: lock on switching
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@@ -1,11 +1,24 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Numerics;
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using Sirenix.OdinInspector;
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using Unity.Cinemachine;
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using UnityEngine;
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using UnityEngine.UIElements;
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using Vector2 = UnityEngine.Vector2;
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using Vector3 = UnityEngine.Vector3;
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public class LockOnManager : MonoBehaviour{
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[ShowInInspector]
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public UIDocument lockOnDocument;
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public GameObject lockOnTarget;
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public CinemachineTargetGroup targetGroup;
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public float lockOnRange;
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[Space(5)]
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public List<GameObject> lockOnTargets = new List<GameObject>();
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private Label elementLabelName;
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private VisualElement elementRoot;
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@@ -18,9 +31,82 @@ public class LockOnManager : MonoBehaviour{
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elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
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elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First();
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// Add all nearby game objects to lock-on eligible list
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GameObject[] allGameObjects = GameObject.FindObjectsByType<GameObject>(0, 0);
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foreach (GameObject thisObject in allGameObjects)
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{
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if (Vector3.Distance(transform.position, thisObject.transform.position) < lockOnRange) {
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if (thisObject.GetComponent<ILockOnTarget>() != null){
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lockOnTargets.Add(thisObject);
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}
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}
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}
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}
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void Update(){
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targetGroup.Targets[1].Weight = Mathf.Lerp(targetGroup.Targets[1].Weight, .2f, 5f * Time.deltaTime);
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for (int i = 2; i < targetGroup.Targets.Count; i++) {
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if (targetGroup.Targets[i].Weight < 0.001f) {
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StartCoroutine(RemoveFromTargetAtFrameEnd(i));
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continue;
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}
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targetGroup.Targets[i].Weight = Mathf.Lerp(targetGroup.Targets[i].Weight, 0f, 8f * Time.deltaTime);
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}
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}
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IEnumerator RemoveFromTargetAtFrameEnd(int index){
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yield return new WaitForEndOfFrame();
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targetGroup.Targets.RemoveAt(index);
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}
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public void ChangeLockOnTarget(){
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if (!lockOnTarget) {
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// If there is no target, simply find the closest to the center of the camera
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GameObject mostForwardGameObject = null;
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float mostForwardAngle = Mathf.Infinity;
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foreach (GameObject target in lockOnTargets) {
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// Skip targets behind walls
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if (!Physics.Raycast(Camera.main.transform.position, target.transform.position)) {
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continue;
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}
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Vector3 dirToTarget = transform.position - target.transform.position;
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float angleToTarget = Vector3.Angle(Camera.main.transform.forward, dirToTarget);
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// Set the new target to closest to screen
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if (angleToTarget < mostForwardAngle) {
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mostForwardAngle = angleToTarget;
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mostForwardGameObject = target;
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}
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}
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// Set the winner to the new target
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lockOnTarget = mostForwardGameObject;
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} else {
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// Set it to either the next in the list or the first, if there already is a target
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int desiredIndex;
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if (lockOnTargets.IndexOf(lockOnTarget) == lockOnTargets.Count - 1) {
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desiredIndex = 0;
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} else {
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desiredIndex = lockOnTargets.IndexOf(lockOnTarget) + 1;
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}
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lockOnTarget = lockOnTargets[desiredIndex];
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targetGroup.Targets.Insert(1, new CinemachineTargetGroup.Target{
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Object = lockOnTargets[desiredIndex].transform,
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Radius = 1f,
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Weight = 0f
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});
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}
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}
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// Update is called once per frame
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void LateUpdate(){
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if (lockOnTarget.GetComponent<ILockOnTarget>() != null) {
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// This is just test logic to get an image above a lock on.
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@@ -32,7 +118,7 @@ public class LockOnManager : MonoBehaviour{
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);
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// Set name
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elementLabelName.name = lockOnTarget.name;
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elementLabelName.text = lockOnTarget.name;
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// Set position (add the width/height of the element)
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elementRoot.style.top = new StyleLength(screenPos.y - elementRoot.resolvedStyle.height * .7f );
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@@ -43,6 +129,5 @@ public class LockOnManager : MonoBehaviour{
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} else {
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elementRoot.SetEnabled(false);
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}
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}
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}
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