using System; using System.Collections.Generic; using UnityEngine; using Drawing; using Sirenix.OdinInspector; using Sirenix.Serialization; using Unity.Mathematics; using UnityEngine.Serialization; [Serializable] public class EnvironmentObserver{ // TODO: Clean this ugly shit up. Custom inspector with Odin plz. public string label; enum LabelDrawingLocation{ PlayerOffset, HitLocation, IntersectingLength, } public enum CastType{ Ray, BoxOverlap, SphereOverlap, BoxCast, SphereCast } // [BoxGroup("Settings")] [ShowInInspector, SerializeField] public CastType castType; [Button(ButtonSizes.Large), GUIColor("@GetObserverStatusColorStatic(active, hit)")] public void Active(){ active = !active; } [HideInInspector] public bool active; // Parameters for Cast cast types [BoxGroup("Settings")] public float length; [BoxGroup("Settings")] public Vector3 direction; [BoxGroup("Settings")] public Vector3 offset; [ShowIfGroup("Settings/Casts3D", VisibleIf = "@castType == CastType.Ray || castType == CastType.BoxCast || castType == CastType.SphereCast")] [BoxGroup("Settings/Casts3D")] public float width; // Parameters for Overlap cast types [BoxGroup("Settings/Overlaps")] public Vector3 size; [PropertyTooltip( "Only use rotation when an observers direction alone can't (for whatever reason) fully be expressed without specifying a rotation.")] [ShowIfGroup("Settings/Casts3D")] [BoxGroup("Settings/Casts3D")] public Vector3 rotation; [BoxGroup("Settings")] public LayerMask ignoreLayers = ~0; public RaycastHit hit; [SerializeReference] public List children; [HideInInspector] public Collider[] overlapHits; public bool drawLabel; public Vector3 labelLocationOffset; public Vector3 labelRotationOffset; [ShowInInspector, SerializeField] LabelDrawingLocation labelLocation; // NOTE: I had a ref for a RaycastHit here that would correspond to hit but idk if it's needed. public bool Evaluate(GameObject player){ if (active) { // Remove player's layer from LayerMask. ignoreLayers -= player.layer; // Set some of the variables used later during casting Vector3 relativeStart = player.transform.position + offset; Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset) ; switch (castType) { case CastType.Ray: Physics.Raycast(relativeStart, player.transform.rotation * direction, out hit, length, ignoreLayers); break; case CastType.BoxOverlap: overlapHits = Physics.OverlapBox(relativeStartWithRotation, size / 2f, player.transform.rotation * Quaternion.Euler(rotation), ignoreLayers); if (overlapHits.Length > 0) { return true; }; break; case CastType.SphereOverlap: break; case CastType.BoxCast: // TODO: Make this not an if statement. Check that it works with NodeCanvas first if (Physics.BoxCast(relativeStartWithRotation, Vector3.one * (width / 2f), (player.transform.rotation * Quaternion.Euler(rotation) * direction), out hit, Quaternion.LookRotation(direction) * Quaternion.Euler(rotation), length, ignoreLayers) ); break; case CastType.SphereCast: break; } if (hit.transform != null) { return true; } } return false; } public void DrawObserverGizmo(GameObject player){ Vector3 relativeStart = player.transform.position + offset; Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset) ; Color gizmoColor = Evaluate(player) ? Color.green : Color.red; gizmoColor = active ? gizmoColor : Color.gray; using (Draw.ingame.WithColor(gizmoColor)){ Vector3 labelStartPos = Vector3.zero; switch (labelLocation) { case LabelDrawingLocation.PlayerOffset: labelStartPos = player.transform.position + labelLocationOffset; break; case LabelDrawingLocation.IntersectingLength: labelStartPos = (relativeStart + (player.transform.rotation * direction * length) / 2f ) + labelLocationOffset; break; case LabelDrawingLocation.HitLocation:{ if (hit.transform != null) { labelStartPos = hit.point + labelLocationOffset; } break; } } switch (castType) { case CastType.Ray: Draw.ingame.Line(relativeStart, relativeStart + (player.transform.rotation * direction.normalized) * length); break; case CastType.BoxOverlap: Draw.ingame.WireBox(relativeStartWithRotation, player.transform.rotation * Quaternion.Euler(rotation), size); break; case CastType.SphereOverlap: break; case CastType.BoxCast: // Create an offset start point for the center of the wirebox, since gizmos are drawn with their pivot in the center. Vector3 offsetWithRotationAndLength = (Quaternion.LookRotation(direction) * Quaternion.Euler(rotation)) * (Vector3.forward * length / 2f); Vector3 offsetFromCenter = relativeStartWithRotation + player.transform.rotation * offsetWithRotationAndLength; // Also create a rotation for use with the gizmos. Mainly just to shorten the lines Quaternion gizmosRotation = player.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation); // Draw the gizmos for the boxcast Draw.ingame.WireBox(relativeStartWithRotation, gizmosRotation, Vector3.one * width); Draw.ingame.WireBox(offsetFromCenter, gizmosRotation, new float3(width, width, length + width)); break; default: throw new ArgumentOutOfRangeException(); } Draw.ingame.Label3D( labelStartPos, player.transform.rotation * Quaternion.Euler(labelRotationOffset), hit.collider == null ? "" : hit.collider.name, .5f, LabelAlignment.Center, Color.black ); Sirenix.Utilities.Editor.GUIHelper.RequestRepaint(); } } static Color GetObserverStatusColorStatic(bool active, RaycastHit hit){ if (active) { if (hit.Equals(default(RaycastHit))) { return Color.green; } return Color.red; } return Color.gray; } } public class PlayerEnvironmentManager : MonoBehaviour{ [OdinSerialize] public List observers; void Start(){ CheckDuplicateLabels(observers); } // TODO: Not working. void CheckDuplicateLabels(List sourceList){ foreach (EnvironmentObserver sourceObserver in observers) { foreach (EnvironmentObserver observer in sourceList) { if (sourceObserver == observer) { continue; } if (sourceObserver.label == observer.label) { Debug.LogError($"Duplicate label found in observer: {observer.label} is in use multiple times"); } if (observer.children != null && observer.children.Count > 0) { CheckDuplicateLabels(observer.children); } } } } public bool EvaluateFromString(string searchLabel, List observerList = null){ List listToUse = observers; if (observerList != null) { listToUse = observerList; } foreach (EnvironmentObserver observer in listToUse) { if (observer.label == searchLabel) { return observer.Evaluate(gameObject); } if (observer.children != null && observer.children.Count > 0) { foreach (EnvironmentObserver childObserver in observer.children) { EvaluateFromString(searchLabel, childObserver.children); } } } return false; } public EnvironmentObserver FindObserverFromString(string searchLabel, List observerList = null){ List listToUse = observers; if (observerList != null) { listToUse = observerList; } foreach (EnvironmentObserver observer in listToUse) { if (observer.label == searchLabel) { return observer; } if (observer.children != null && observer.children.Count > 0) { foreach (EnvironmentObserver childObserver in observer.children) { FindObserverFromString(searchLabel, childObserver.children); } } } return null; } void Update(){ Debug.Log(EvaluateFromString("gamedev")); } void LateUpdate(){ // Draw Gizmos foreach (EnvironmentObserver observer in observers) { observer.DrawObserverGizmo(gameObject); if (observer.children != null && observer.children.Count > 0) { foreach (EnvironmentObserver childObserver in observer.children) { childObserver.DrawObserverGizmo(gameObject); } } } // Clear hit foreach (EnvironmentObserver observer in observers) { observer.hit = default; if (observer.children != null && observer.children.Count > 0) { foreach (EnvironmentObserver childObserver in observer.children) { childObserver.hit = default; } } } } }