Files
project-reset/Assets/Scripts/Core/LockOnManager.cs
2025-10-04 16:56:28 -04:00

291 lines
12 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.CompilerServices;
using Reset;
using Sirenix.OdinInspector;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
using UnityEngine.UIElements;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
public class LockOnManager : MonoBehaviour{
public class ActiveLockOnTarget{
public GameObject gameObject;
public float targetWeight;
public float refVelocity;
public CinemachineTargetGroup.Target cinemachineTarget;
}
public static LockOnManager Instance;
// Lock On settings
[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 ActiveLockOnTarget mainTarget;
public List<ActiveLockOnTarget> activeTargets = new List<ActiveLockOnTarget>();
[ReadOnly] public CinemachineTargetGroup.Target lockonTarget;
public CinemachineTargetGroup targetGroup;
public List<GameObject> acceptedTargets = new List<GameObject>();
// UI
[ShowInInspector] public UIDocument lockOnDocument;
private Label elementLabelName;
private VisualElement elementRoot;
private void Awake(){
// // Register as singleton
// if (Instance == null) {
// Instance = this;
// } else {
// this.enabled = false;
// return;
// }
// References from camera
targetGroup = GameManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
lockOnDocument = GameManager.UI.transform.Find("Lock On").GetComponent<UIDocument>();
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start(){
// Quick check for things in lock-on target that aren't lock-onable
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
Debug.LogWarning($"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
}
elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First();
// Add all nearby game objects to lock-on eligible list
GameObject[] allGameObjects = GameObject.FindObjectsByType<GameObject>(0, 0);
foreach (GameObject thisObject in allGameObjects) {
Debug.Log($"{thisObject.name}: {thisObject.GetComponent<ILockOnTarget>() != null}");
if (thisObject.GetComponent<ILockOnTarget>() != null) {
acceptedTargets.Add(thisObject);
}
}
}
public void AttachCamera(GameObject target){
targetGroup = GameManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
Debug.Log($"{GameManager.Camera}");
// Set the camera's target as the player
targetGroup.Targets.Add(new CinemachineTargetGroup.Target{Object = target.transform, Radius = 3.5f, Weight = 1f});
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CinemachineCamera>().Target.TrackingTarget = target.transform;
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().PlayerInput =
GetComponent<PlayerInput>();
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().AddEvents();
}
void Update(){
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
Debug.LogWarning($"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
}
// Iterate through targets, pushing their Target Group weight towards their goal weight, or removing them if they get too low.
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]));
}
}
}
IEnumerator RemoveFromTargetAtFrameEnd(ActiveLockOnTarget target){
yield return new WaitForEndOfFrame();
activeTargets.Remove(target);
targetGroup.Targets.Remove(target.cinemachineTarget);
}
public void AddNewTarget(GameObject targetObject, float targetWeight, bool isMain = false){
// Check that the target doesn't already exist- if it does, just change it's weight/make it main
foreach (ActiveLockOnTarget target in activeTargets) {
if (target.gameObject == targetObject) {
target.targetWeight = targetWeight;
if (isMain) {
mainTarget = target;
}
return;
}
}
// If it doesn't exist in the list of targets, add it
ActiveLockOnTarget newTarget = new ActiveLockOnTarget{
gameObject = targetObject,
targetWeight = mainTargetWeight,
cinemachineTarget = new CinemachineTargetGroup.Target{
Object = targetObject.transform,
Radius = 1f,
Weight = 0f
}
};
//Set as main
if (isMain) {
mainTarget = newTarget;
}
// Finalize
activeTargets.Add(newTarget);
targetGroup.Targets.Add(newTarget.cinemachineTarget);
}
public void QueueTargetRemoval(GameObject targetObject, bool deleteAfterRemoved = false){
// Ostensibly removes targest by setting their target weight to 0. Update loop finds targets with no weight and reduces their impact on the camera
// After it smooths their current weight to 0, it removes them
activeTargets.Find(target => target.gameObject == targetObject).targetWeight = 0f;
if (deleteAfterRemoved) {
StartCoroutine(DeleteGameObjectPostRemoval(targetObject));
}
// Remove as main target if it is
if (mainTarget == activeTargets.Find(target => target.gameObject == targetObject)) {
mainTarget = null;
}
}
IEnumerator DeleteGameObjectPostRemoval(GameObject targetObject){
ActiveLockOnTarget thisTarget = activeTargets.Find(target => target.gameObject == targetObject);
yield return new WaitForEndOfFrame();
while (activeTargets.Contains(thisTarget)) {
yield return null;
}
Destroy(thisTarget.gameObject);
}
public void ChangeLockOnTarget(){
Transform cameraTransform = Camera.main.transform;
// If there is no target, simply find the closest to the center of the camera
GameObject closestTarget = null;
float lowestDistanceToCenter = Mathf.Infinity;
foreach (GameObject target in acceptedTargets) {
// Find out if this target wants to be debugged on it's selection process
bool debugThisTarget = target.GetComponent<ILockOnTarget>().lockonDebug;
// Skip the current target if one exists
if (mainTarget != null && mainTarget.gameObject == target) {
if (debugThisTarget){Debug.Log($"Not selected by {name}: I'm already the main target");}
continue;
}
// Skip targets currently behind objects.
Physics.Raycast(cameraTransform.position,
cameraTransform.position.DirectionTo(target.transform.position + target.GetComponent<ILockOnTarget>().lockonRaycastVerticalOffset * Vector3.up), out RaycastHit hit);
if (hit.transform != target.transform) {
if (debugThisTarget){Debug.Log($"Not selected by {name}: Line of sight to me is blocked by {hit.collider.gameObject.name}");}
continue;
}
// Skips targets too far
if (Vector3.Distance(transform.position, target.transform.position) > lockOnRange) {
if (debugThisTarget){Debug.Log($"Not selected by {name}: I'm too far! My distance is {Vector3.Distance(transform.position, target.transform.position)}");}
continue;
}
// Skip targets outside lock on angle
float angleFromCameraForward = Vector3.Angle(cameraTransform.forward, cameraTransform.position.DirectionTo(target.transform.position));
if (angleFromCameraForward > lockOnMaxAngle) {
if (debugThisTarget){Debug.Log($"Not selected by {name}: I'm not forward enough in front of the camera");}
continue;
}
// Find how close this target is from the center of the screen
Vector3 targetScreenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
float distanceFromScreenCenter = targetScreenPoint.Flatten(null, null, 0f).magnitude - new Vector3(Screen.width, Screen.height, 0f).magnitude / 2f;
distanceFromScreenCenter = Mathf.Abs(distanceFromScreenCenter);
// Debug.Log($"{target.name}: {distanceFromScreenCenter} pixels, {angleFromCameraForward} degrees");
// Set the new target to closest to screen
if (distanceFromScreenCenter < lowestDistanceToCenter) {
lowestDistanceToCenter = distanceFromScreenCenter;
closestTarget = target;
}
}
// Catch exception from nothing being found
if (!closestTarget) {
Debug.LogWarning("Lock-on attempted, but no lock on target was found viable.");
return;
}
// Remove the main target that currently exists, if there is one.
if (mainTarget != null) {
QueueTargetRemoval(mainTarget.gameObject);
}
// Begin tracking target, set as main
AddNewTarget(closestTarget.gameObject, mainTargetWeight, true);
}
// Used by outside sources such as input to cancel lock-on.
public void RemoveMainTarget(){
QueueTargetRemoval(mainTarget.gameObject);
}
void LateUpdate(){
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,
mainTarget.gameObject.GetComponent<ILockOnTarget>().GetReticlePosition(),
Camera.main
);
// Set 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
elementRoot.style.left = new StyleLength(screenPos.x - elementRoot.resolvedStyle.width / 2f);
// Set enabled
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.Flex);
} else {
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
}
}
}