Files
project-reset/Assets/Scripts/Player/PlayerEnvironmentManager.cs

298 lines
11 KiB
C#

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<EnvironmentObserver> 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<EnvironmentObserver> observers;
void Start(){
CheckDuplicateLabels(observers);
}
// TODO: Not working.
void CheckDuplicateLabels(List<EnvironmentObserver> 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<EnvironmentObserver> observerList = null){
List<EnvironmentObserver> 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<EnvironmentObserver> observerList = null){
List<EnvironmentObserver> 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;
}
}
}
}
}