2021-03-11 16:50:19 +01:00
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using System;
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2021-03-11 14:31:35 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using System.Security.Cryptography;
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using UnityEngine;
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2021-03-11 16:50:19 +01:00
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using UnityEngine.InputSystem;
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2021-03-11 14:31:35 +01:00
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public class ArtefactPreview : MonoBehaviour
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{
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2021-03-11 16:50:19 +01:00
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[SerializeField]
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private PlayerInputSettings _inputSettings;
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[SerializeField]
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private PlayerInput _playerInput;
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2021-03-11 14:31:35 +01:00
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private GameObject _artefactInstance;
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2021-03-11 16:50:19 +01:00
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private Quaternion _artefactRotation = Quaternion.identity;
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private bool _isPressed = false;
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private bool _useVelocity = false;
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private Vector2 _velocity = Vector2.zero;
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private bool Active => gameObject.activeSelf && ( _isPressed && !_useVelocity );
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private void OnEnable()
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{
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ChangeInput( _playerInput );
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}
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2021-03-11 14:31:35 +01:00
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public void Preview( GameObject artefact )
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{
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if ( _artefactInstance )
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Destroy( _artefactInstance );
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_artefactInstance = Instantiate( artefact, transform );
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2021-03-11 16:50:19 +01:00
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_playerInput.enabled = true;
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}
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public void Dismiss()
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{
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_playerInput.enabled = false;
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}
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public void PreviewEnable( InputAction.CallbackContext context )
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{
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_isPressed = context.ReadValueAsButton();
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}
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public void PreviewVelocity(InputAction.CallbackContext context)
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{
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_velocity = context.ReadValue<Vector2>();
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}
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public void PreviewDelta(InputAction.CallbackContext context)
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{
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if ( _artefactInstance && Active )
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{
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Rotate( context.ReadValue<Vector2>() * _inputSettings.MouseSensitivity );
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}
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}
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private void Rotate( Vector2 delta )
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{
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var axes = new Vector3( delta.y, -delta.x, 0f );
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_artefactInstance.transform.Rotate( axes, Space.World );
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}
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public void ChangeInput( PlayerInput playerInput )
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{
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switch ( playerInput.currentControlScheme )
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{
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2021-03-12 19:29:36 +01:00
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case InputSchemes.PCMR:
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_useVelocity = false;
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break;
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2021-03-12 19:29:36 +01:00
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case InputSchemes.GAMEPAD:
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_useVelocity = true;
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break;
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default:
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_useVelocity = false;
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break;
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}
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}
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void Update()
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{
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if ( gameObject.activeSelf && _useVelocity )
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{
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Rotate( _velocity * ( Time.deltaTime * _inputSettings.JoypadSensitivity ) );
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}
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2021-03-11 14:31:35 +01:00
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}
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}
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