changed: rebuilt lock-on system to accomodate arbitrary targets

This commit is contained in:
Chris
2025-08-05 16:38:29 -04:00
parent c60a16729d
commit 64fe9eb811

View File

@@ -5,91 +5,187 @@ using System.Numerics;
using Sirenix.OdinInspector;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UIElements;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
public class LockOnManager : MonoBehaviour{
class ReferencedTarget{
public GameObject gameObject;
public float targetWeight;
public float refVelocity;
public CinemachineTargetGroup.Target cinemachineTarget;
}
private CinemachineTargetGroup.Target playerTarget;
// Lock On settings
[Space(5)]
public float lockOnRange = 40f;
[Space(5)] public float lockOnRange = 40f;
public float lockOnMaxAngle = 70f;
[Range(0,1)] public float mainTargetWeight = .15f;
[FormerlySerializedAs("smoothing")] public float smoothTime = 1f;
// Lock On Tracking
[Space(10)] public GameObject lockonGameObject; // Needed because nulling the Target below doesn't actually empty it out
[Space(10)]
public GameObject lockonGameObject; // Needed because nulling the Target below doesn't actually empty it out
[ShowInInspector]
ReferencedTarget mainTarget;
[ShowInInspector]
List<ReferencedTarget> activeTargets = new List<ReferencedTarget>();
[ReadOnly] public CinemachineTargetGroup.Target lockonTarget;
public CinemachineTargetGroup targetGroup;
[Space(5)]
public List<GameObject> lockOnTargets = new List<GameObject>();
[FormerlySerializedAs("lockOnTargets")] [Space(5)]
public List<GameObject> acceptedTargets = new List<GameObject>();
// UI
[ShowInInspector]
public UIDocument lockOnDocument;
[ShowInInspector] public UIDocument lockOnDocument;
private Label elementLabelName;
private VisualElement elementRoot;
private VisualElement elementRoot;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start(){
// Save the player target object to track later
playerTarget = targetGroup.Targets[0];
// Quick check for things in lock-on target that aren't lock-onable
if (lockonGameObject != null && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!");
}
elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First();
// Add all nearby game objects to lock-on eligible list
GameObject[] allGameObjects = GameObject.FindObjectsByType<GameObject>(0, 0);
foreach (GameObject thisObject in allGameObjects)
{
foreach (GameObject thisObject in allGameObjects) {
if (Vector3.Distance(transform.position, thisObject.transform.position) < lockOnRange) {
if (thisObject.GetComponent<ILockOnTarget>() != null) {
lockOnTargets.Add(thisObject);
acceptedTargets.Add(thisObject);
}
}
}
}
void Update(){
if (lockonGameObject && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) {
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!");
}
// Find the current lock-on target and increase it's weight to the .15f max slowly
// They start at 0 weight when the lock-on adds them to the group
if (lockonGameObject) {
CinemachineTargetGroup.Target currentTarget = targetGroup.Targets.Find(target => target == lockonTarget);
currentTarget.Weight = Mathf.MoveTowards(currentTarget.Weight, .15f, .5f * Time.deltaTime);
// if (mainTarget != null) {
// CinemachineTargetGroup.Target currentTarget = targetGroup.Targets.Find(target => target == lockonTarget);
// currentTarget.Weight = Mathf.MoveTowards(currentTarget.Weight, .15f, .5f * Time.deltaTime);
// }
for (int i = 0; i < activeTargets.Count; i++) {
if (activeTargets[i].gameObject == this.gameObject) {
continue;
}
activeTargets[i].cinemachineTarget.Weight =
Mathf.SmoothDamp(
activeTargets[i].cinemachineTarget.Weight,
activeTargets[i].targetWeight,
ref activeTargets[i].refVelocity,
smoothTime * Time.deltaTime);
if (activeTargets[i].cinemachineTarget.Weight < 0.0001f) {
StartCoroutine(RemoveFromTargetAtFrameEnd(activeTargets[i]));
continue;
}
}
// If a target is not the current lock on target, lower their targeting weight. When low enough to not cause a sharp jitter, remove them.
for (int i = 1; i < targetGroup.Targets.Count; i++) {
if (targetGroup.Targets[i] == lockonTarget || targetGroup.Targets[i] == playerTarget){
continue;
}
if (targetGroup.Targets[i].Weight < 0.001f) {
StartCoroutine(RemoveFromTargetAtFrameEnd(targetGroup.Targets[i]));
continue;
}
targetGroup.Targets[i].Weight = Mathf.MoveTowards(targetGroup.Targets[i].Weight, 0f, 1f * Time.deltaTime);
}
// for (int i = 1; i < targetGroup.Targets.Count; i++) {
// if (targetGroup.Targets[i] == lockonTarget || targetGroup.Targets[i] == playerTarget || extraTargets.ContainsKey(targetGroup.Targets[i].Object.gameObject)){
// continue;
// }
//
// if (targetGroup.Targets[i].Weight < 0.001f) {
// StartCoroutine(RemoveFromTargetAtFrameEnd(targetGroup.Targets[i]));
// continue;
// }
//
// targetGroup.Targets[i].Weight = Mathf.SmoothDamp(targetGroup.Targets[i].Weight, 0f, 1f * Time.deltaTime);
// }
}
IEnumerator RemoveFromTargetAtFrameEnd(CinemachineTargetGroup.Target indexOf){
IEnumerator RemoveFromTargetAtFrameEnd(ReferencedTarget target){
yield return new WaitForEndOfFrame();
targetGroup.Targets.Remove(indexOf);
// if (target.targetWeight == 0) {
activeTargets.Remove(target);
targetGroup.Targets.Remove(target.cinemachineTarget);
// }
// activeTargets.Remove(target);
// targetGroup.Targets.Remove(target.cinemachineTarget);
}
public void AddNewTarget(GameObject targetObject, float targetWeight, bool isMain = false){
foreach (ReferencedTarget target in activeTargets) {
if (target.gameObject == targetObject) {
target.targetWeight = targetWeight;
if (isMain) {
mainTarget = target;
}
return;
}
}
ReferencedTarget newTarget = new ReferencedTarget{
gameObject = targetObject,
targetWeight = mainTargetWeight,
cinemachineTarget = new CinemachineTargetGroup.Target{
Object = targetObject.transform,
Radius = 1f,
Weight = 0f
}
};
if (isMain) {
mainTarget = newTarget;
}
activeTargets.Add(newTarget);
targetGroup.Targets.Add(newTarget.cinemachineTarget);
}
public void QueueTargetRemoval(GameObject targetObject){
activeTargets.Find(target => target.gameObject == targetObject).targetWeight = 0f;
if (mainTarget == activeTargets.Find(target => target.gameObject == targetObject)) {
mainTarget = null;
}
Debug.Log(activeTargets.Find(target => target.gameObject == targetObject).targetWeight);
}
// public void AddToExtraTargets(GameObject target, float weight){
// if (extraTargets.ContainsKey(target)) {
// return;
// }
//
// extraTargets.Add(target, weight);
//
// targetGroup.Targets.Add(new CinemachineTargetGroup.Target(){ Object = target.transform, Weight = 0f });
// }
//
// public void RemoveFromExtraTargets(GameObject target){
// if (extraTargets.ContainsKey(target)) {
// extraTargets.Remove(target);
// }
// }
public void ChangeLockOnTarget(){
Transform cameraTransform = Camera.main.transform;
@@ -97,7 +193,7 @@ public class LockOnManager : MonoBehaviour{
GameObject closestTarget = null;
float lowestDistanceToCenter = Mathf.Infinity;
foreach (GameObject target in lockOnTargets) {
foreach (GameObject target in acceptedTargets) {
// Skip the current target if one exists
if (lockonGameObject != null && lockonTarget.Object.gameObject == target) {
continue;
@@ -137,37 +233,54 @@ public class LockOnManager : MonoBehaviour{
return;
}
// TODO: Recomment below
if (mainTarget != null) {
QueueTargetRemoval(mainTarget.gameObject);
// mainTarget = null;
}
// Create a new Target for the Target Group
var newTarget = new CinemachineTargetGroup.Target{
var newCineTarget = new CinemachineTargetGroup.Target{
Object = closestTarget.transform,
Radius = 1f,
Weight = 0f
};
// Set the new target variables
lockonTarget = newTarget;
lockonGameObject = closestTarget.gameObject;
targetGroup.Targets.Add(newTarget);
lockonTarget = newCineTarget; // Old
ReferencedTarget thisTarget = new ReferencedTarget{
gameObject = closestTarget.gameObject,
targetWeight = mainTargetWeight,
cinemachineTarget = newCineTarget
};
AddNewTarget(closestTarget.gameObject, mainTargetWeight, true);
lockonGameObject = closestTarget.gameObject; // Old
// targetGroup.Targets.Add(newCineTarget); // Old
}
public void RemoveLockOnTarget(){
lockonTarget = null;
lockonGameObject = null;
lockonTarget = null; // Old
lockonGameObject = null; // Old
QueueTargetRemoval(mainTarget.gameObject);
}
void LateUpdate(){
if (lockonGameObject) {
if (mainTarget != null) {
// This is just test logic to get an image above a lock on.
// TODO: Replace with something less silly
Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
lockOnDocument.rootVisualElement.panel,
lockonTarget.Object.GetComponent<ILockOnTarget>().GetReticlePosition(),
mainTarget.gameObject.GetComponent<ILockOnTarget>().GetReticlePosition(),
Camera.main
);
// Set name
elementLabelName.text = lockonTarget.Object.name;
elementLabelName.text = mainTarget.gameObject.name;
// Set position (add the width/height of the element)
elementRoot.style.top = new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f