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Copy pathPlayerInteractionMng.cs
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218 lines (188 loc) · 7.01 KB
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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class PlayerInteractionMng : MonoBehaviour
{
//* Attach this script to the Player game object.
//* In Unity Editor, layer 7 should be "Movable Normal Layer".
//* In Unity Editor, layer 8 should be "Movable Bouncy Layer".
//* Make sure that movable objects have a Rigidbody.
[Header("Holding and Throwing")]
const int NormalObjHoldDistance = 4, HoldForce = 30, MaxObjHoldOffsetDistance = 10, MaxObjHoldDistance = 6, MinObjHoldDistance = 3;
int throwForce; // If you want to change the value, change it from the PauseMenuManager script.
const float ObjHoldScrollWheelSpeed = 0.4f, GrabbedObjVelReducerMult = 0.3f, CanReleaseTouchedObjCooldown = 0.2f, HoldAgainCooldown = 0.6f, CrosshairIsRedTime = 0.3f;
float tempObjHoldDistance, mouseScrollY;
bool canReleaseTouchedObj, readyToHold = true, interacionKeyPressed, throwKeyPressedWhenObjHold;
Transform grabbedObjTransform, mainCamTransform;
Rigidbody grabbedObjRb;
RaycastHit holdInteractionHit;
public int ThrowForce
{
get => throwForce;
set { throwForce = value; }
}
public bool CanReleaseTouchedObj
{
get => canReleaseTouchedObj;
}
public Rigidbody GrabbedObjRb
{
get => grabbedObjRb;
}
[Header("Granade")]
bool removePinWhenGranadeHold;
[Header("Other Things")]
PlayerMovementMng playerMovementMng;
InputSystem_Actions inputActions;
[Header("Inputs")]
[SerializeField] Transform objHoldPosTransform;
[SerializeField] Camera mainCam;
[SerializeField] LayerMask movableNormalLayer, movableBouncyLayer;
[SerializeField] Image crosshairImg;
[SerializeField] PauseMenuMng pauseMenuMng;
void Start()
{
mainCamTransform = mainCam.transform;
crosshairImg.color = Color.black;
tempObjHoldDistance = NormalObjHoldDistance;
playerMovementMng = GetComponent<PlayerMovementMng>();
inputActions = new InputSystem_Actions();
inputActions.Player.Enable();
inputActions.Player.Interact.performed += InteractInputPerformed;
inputActions.Player.Throw.performed += ThrowInputPerformed;
inputActions.Player.RemovePin.performed += RemovePinInputPerformed;
}
void InteractInputPerformed(InputAction.CallbackContext context)
{
if (!pauseMenuMng.GamePaused)
{
interacionKeyPressed = true;
}
}
void ThrowInputPerformed(InputAction.CallbackContext context)
{
if (!pauseMenuMng.GamePaused && grabbedObjRb)
{
throwKeyPressedWhenObjHold = true;
}
}
void RemovePinInputPerformed(InputAction.CallbackContext context)
{
if (!pauseMenuMng.GamePaused && grabbedObjRb && grabbedObjRb.GetComponent<GranadeMng>())
{
removePinWhenGranadeHold = true;
}
}
void Update()
{
if (!pauseMenuMng.GamePaused && grabbedObjRb)
{
mouseScrollY = inputActions.Player.MouseWheel.ReadValue<float>();
if (mouseScrollY != 0)
{
tempObjHoldDistance += ObjHoldScrollWheelSpeed * mouseScrollY;
}
}
}
void FixedUpdate()
{
HoldingAndThrowingObj();
if (removePinWhenGranadeHold)
{
removePinWhenGranadeHold = false;
RemovingPinOfHoldedGranage();
}
}
void HoldingAndThrowingObj()
{
if (grabbedObjRb)
{
grabbedObjRb.AddForce(HoldForce * (objHoldPosTransform.position - grabbedObjTransform.position), ForceMode.VelocityChange);
grabbedObjRb.linearVelocity *= GrabbedObjVelReducerMult;
grabbedObjRb.angularVelocity *= GrabbedObjVelReducerMult;
if (throwKeyPressedWhenObjHold)
{
throwKeyPressedWhenObjHold = false;
grabbedObjRb.AddForce(throwForce * mainCamTransform.forward, ForceMode.Impulse);
ReleaseObj();
return;
}
// Tutulan obje çok uzakta kalırsa (bir şeye sıkışır veya takılırsa) objenin hızını sıfırlayıp bıraksın.
if ((objHoldPosTransform.position - grabbedObjTransform.position).magnitude > MaxObjHoldOffsetDistance)
{
ReleaseObjWithVelReset();
return;
}
if (tempObjHoldDistance > MaxObjHoldDistance)
{
tempObjHoldDistance = MaxObjHoldDistance;
}
else if (tempObjHoldDistance < MinObjHoldDistance)
{
tempObjHoldDistance = MinObjHoldDistance;
}
objHoldPosTransform.localPosition = new Vector3(0, 0, tempObjHoldDistance);
}
if (interacionKeyPressed)
{
interacionKeyPressed = false;
if (grabbedObjRb)
{
ReleaseObj();
return;
}
if (Physics.Raycast(mainCamTransform.position, mainCamTransform.forward, out holdInteractionHit, MaxObjHoldDistance, movableNormalLayer | movableBouncyLayer) && readyToHold && holdInteractionHit.rigidbody && !holdInteractionHit.rigidbody.isKinematic && !holdInteractionHit.rigidbody.Equals(playerMovementMng.ObjRbThatPlayerStandingOn))
{
readyToHold = canReleaseTouchedObj = false;
grabbedObjRb = holdInteractionHit.rigidbody;
grabbedObjTransform = grabbedObjRb.transform;
grabbedObjRb.useGravity = false;
crosshairImg.color = Color.cyan;
Invoke(nameof(CanReleaseTouchedObjActivator), CanReleaseTouchedObjCooldown);
Invoke(nameof(HoldAgainReset), HoldAgainCooldown);
}
else if (readyToHold)
{
readyToHold = false;
StartCoroutine(CrosshairIsRed());
Invoke(nameof(HoldAgainReset), CrosshairIsRedTime);
}
}
}
public void ReleaseObj()
{
grabbedObjRb.useGravity = true;
grabbedObjTransform = null;
grabbedObjRb = null;
tempObjHoldDistance = NormalObjHoldDistance;
crosshairImg.color = Color.black;
}
public void ReleaseObjWithVelReset()
{
grabbedObjRb.linearVelocity = grabbedObjRb.angularVelocity = Vector3.zero;
grabbedObjRb.useGravity = true;
grabbedObjTransform = null;
grabbedObjRb = null;
tempObjHoldDistance = NormalObjHoldDistance;
crosshairImg.color = Color.black;
}
void CanReleaseTouchedObjActivator()
{
canReleaseTouchedObj = true;
}
void HoldAgainReset()
{
readyToHold = true;
}
IEnumerator CrosshairIsRed()
{
crosshairImg.color = Color.red;
yield return new WaitForSeconds(CrosshairIsRedTime);
crosshairImg.color = Color.black;
}
void RemovingPinOfHoldedGranage()
{
grabbedObjRb.GetComponent<GranadeMng>().RemovePin = true;
}
}