BITFALL/Assets/Artists/Scripts/Scenes/BasicDoor.cs

142 lines
4.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using BITKit;
using BITKit.Entities;
using BITKit.Sensors;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Animations;
using UnityEngine.UI;
using Random = UnityEngine.Random;
namespace BITFALL.Scene
{
public interface IDoorConfig
{
string Name { get; }
Transform Transform { get; }
Axis Axis { get; }
IOptional<float3x2> Rotation { get; }
IOptional<float3x2> Position { get; }
Optional<float3x2> Scale { get; }
}
[Serializable]
public class BasicDoorConfig:IDoorConfig
{
[SerializeField] private string name;
[SerializeField] private Transform transform;
[SerializeField] private Axis axis;
[SerializeField] private Optional<float3x2> position;
[SerializeField] private Optional<float3x2> rotation;
[SerializeField] private Optional<float3x2> scale=new(new float3x2(Vector3.one,Vector3.one));
public string Name => name;
public Transform Transform => transform;
public Axis Axis => axis;
public IOptional<float3x2> Rotation => rotation;
public IOptional<float3x2> Position => position;
public Optional<float3x2> Scale => scale;
}
public sealed class BasicDoor : MonoBehaviour,IAction,IDescription,ISceneBlockArea,IScenePlayerImpact
{
[SerializeReference,SubclassSelector] private IReference objName;
[SerializeField,Range(0,1)] private float randomLockProbability;
[SerializeField] private bool isOpened;
[SerializeField] private bool isLocked;
[SerializeField] private new Collider collider;
[SerializeField] private NavMeshObstacle obstacle;
[SerializeReference, SubclassSelector] private IDoorConfig[] doors;
private bool initialized;
public void Execute()
{
if (initialized is false)
{
if (gameObject.isStatic)
{
Destroy(this);
return;
}
if (Random.Range(0, 1) < randomLockProbability)
{
isLocked = true;
if (obstacle) obstacle.enabled = true;
return;
}
foreach (var door in doors)
{
if (door.Rotation.Allow)
{
if (Quaternion.Angle(
Quaternion.Euler(door.Rotation.Value.c1)
, Quaternion.Euler( door.Transform.localEulerAngles))
> 0.1f)
{
isOpened = true;
break;
}
}
if (door.Position.Allow)
{
if (Vector3.Distance(door.Position.Value.c1, door.Transform.localPosition) > 0.1f)
{
isOpened = true;
break;
}
}
}
initialized = true;
}
if(isLocked)return;
isOpened = !isOpened;
foreach (var door in doors)
{
if (door.Position.Allow)
{
door.Transform.localPosition = isOpened ? door.Position.Value.c0 : door.Position.Value.c1;
}
if(door.Rotation.Allow)
{
door.Transform.localRotation = Quaternion.Euler(isOpened ? door.Rotation.Value.c0 : door.Rotation.Value.c1);
}
if (door.Scale.Allow)
{
door.Transform.localScale = isOpened ? door.Scale.Value.c0 : door.Scale.Value.c1;
}
}
if(obstacle)obstacle.enabled = !isOpened;
}
public string Name =>objName is null ? nameof(BasicDoor): objName.Value;
public bool IsBlocked =>isLocked || !isOpened;
public bool InRange(float3 position)=>collider.bounds.Contains(position);
public bool InRange(float3 position, float3 direction)
{
var ray = new Ray(position, ((Vector3)direction).normalized);
return collider.Raycast(ray, out _, 1f);
}
public void OnPlayerImpact(IEntity entity, float4x4 matrix)
{
if (isOpened || isLocked) return;
isOpened = true;
if (obstacle) obstacle.enabled = false;
var playerPosition = ((Matrix4x4)matrix).GetPosition();
var dir = transform.InverseTransformPoint(playerPosition);
foreach (var door in doors)
{
if(door.Rotation.Allow is false)continue;
var isForward = dir.z > 0;
var newRot = Vector3.Scale(door.Rotation.Value.c0,isForward ? Vector3.one: -Vector3.one);
door.Transform.localRotation = Quaternion.Euler(newRot);
}
AudioSensorService.MakeNoise(transform.position+Vector3.up,entity.As<MonoBehaviour>().transform);
}
}
}