platform-specific input prompt above nearby artefacts

This commit is contained in:
Cat Flynn 2021-03-12 18:29:36 +00:00
parent 3c4f28844f
commit b8a2e67a33
10 changed files with 114 additions and 212 deletions

View File

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@ -443,114 +443,17 @@ MonoBehaviour:
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@ -1,18 +1,18 @@
using System;
using System.Collections;
using System.Collections.Generic;
using FMOD.Studio;
using Google.Apis.Http;
using UnityEngine;
using Ktyl.Util;
using TMPro;
using UnityEngine.Events;
using UnityEngine.InputSystem;
public class ArtefactControl : MonoBehaviour
{
private bool _show;
protected bool _canInteract;
private GUIStyle guiS = new GUIStyle();
public Artefact data => _data;
[SerializeField] private Artefact _data;
public int artefactID => _artefactID;
@ -21,57 +21,49 @@ public class ArtefactControl : MonoBehaviour
[SerializeField] private ArtefactSystem _artefacts;
[SerializeField] private TMP_Text _text;
// TODO: template system
[SerializeField] private ArtefactInteractUI _ui;
private void OnEnable()
{
_artefacts.RegisterArtefact(_data);
SetNearby(false);
}
private void SetNearby(bool playerNearby)
{
_canInteract = playerNearby;
_ui.gameObject.SetActive(playerNearby);
_nearbyArtefactID.Value = playerNearby ? artefactID : -1;
}
protected virtual void Start()
{
_artefactID = data.artefactID;
_show = data.show;
_canInteract = data.canInteract;
EventHandler.current.onArtefactTriggerEnter += NearArtefact;
EventHandler.current.onArtefactTriggerExit += AwayArtefact;
EventHandler.current.onArtefactPickUp += PickUp;
guiS.fontSize = 22;
guiS.normal.textColor = Color.white;
guiS.alignment = TextAnchor.MiddleCenter;
}
private void LateUpdate()
private void OnTriggerEnter(Collider other)
{
_text.enabled = _show;
if (!other.gameObject.TryGetComponent(out PlayerInput playerInput))
{
Debug.LogError("collided with not the player ????", this);
return;
}
private void NearArtefact(int id)
{
if (id == this._artefactID)
{
_show = true;
this._canInteract = true;
SetNearby(true);
_ui.Input = playerInput;
}
}
private void AwayArtefact(int id)
private void OnTriggerExit(Collider other)
{
if (id == this._artefactID)
{
_show = false;
_canInteract = false;
}
SetNearby(false);
}
protected virtual void PickUp(int id)
{
if (id == this._artefactID)
{
if (_canInteract == true)
@ -89,7 +81,6 @@ public class ArtefactControl : MonoBehaviour
EventHandler.current.ArtefactUI();
Destroy(this.gameObject);
}
}
}
}

View File

@ -22,9 +22,6 @@ public class ArtefactPreview : MonoBehaviour
private bool Active => gameObject.activeSelf && ( _isPressed && !_useVelocity );
public const string PCMR = "PCMR";
public const string GAMEPAD = "Gamepad";
private void OnEnable()
{
ChangeInput( _playerInput );
@ -72,11 +69,11 @@ public class ArtefactPreview : MonoBehaviour
{
switch ( playerInput.currentControlScheme )
{
case PCMR:
case InputSchemes.PCMR:
_useVelocity = false;
break;
case GAMEPAD:
case InputSchemes.GAMEPAD:
_useVelocity = true;
break;

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@ -1,27 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Ktyl.Util;
public class ArtefactTriggerArea : MonoBehaviour
{
[SerializeField] private SerialInt _nearbyArtefactID;
[SerializeField] private ArtefactControl _artefact;
private int id => _artefact.artefactID;
private void OnTriggerEnter(Collider Player)
{
EventHandler.current.ArtefactTriggerEnter(id);
//PlayerInputHandler.id = _id;
_nearbyArtefactID.Value = id;
}
private void OnTriggerExit(Collider Player)
{
EventHandler.current.ArtefactTriggerExit(id);
//PlayerInputHandler.id = 0;
_nearbyArtefactID.Value = -1;
}
}

View File

@ -13,26 +13,6 @@ public class EventHandler : MonoBehaviour
current = this;
}
public event Action<int> onArtefactTriggerEnter;
public void ArtefactTriggerEnter(int id)
{
if (onArtefactTriggerEnter != null)
{
onArtefactTriggerEnter(id);
}
}
public event Action<int> onArtefactTriggerExit;
public void ArtefactTriggerExit(int id)
{
if (onArtefactTriggerExit != null)
{
onArtefactTriggerExit(id);
}
}
public event Action<int> onArtefactPickUp;
public void ArtefactPickUp(int id)
{

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@ -21,9 +21,6 @@ using UnityEditor;
[CreateAssetMenu(menuName = "KernelPanic/Dialogue/Dialogue System")]
public partial class DialogueSystem : ScriptableObject
{
private const string PCMR = "PCMR";
private const string GAMEPAD = "Gamepad";
[SerializeField] private DialogueSettings _settings;
// https://stackoverflow.com/questions/2282476/actiont-vs-delegate-event
@ -156,7 +153,7 @@ public partial class DialogueSystem : ScriptableObject
private string ProcessTemplates(string text)
{
var spriteIndices = _currentControlScheme == GAMEPAD
var spriteIndices = _currentControlScheme == InputSchemes.GAMEPAD
? _settings.GamepadInputPrompts
: _settings.KeyboardInputPrompts;
@ -170,7 +167,7 @@ public partial class DialogueSystem : ScriptableObject
public void UpdateControlPrompts(PlayerInput playerInput)
{
var controlScheme = playerInput.currentControlScheme;
if (controlScheme != PCMR && controlScheme != GAMEPAD)
if (controlScheme != InputSchemes.PCMR && controlScheme != InputSchemes.GAMEPAD)
{
Debug.LogError($"could not set unknown control scheme {controlScheme}");
return;

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@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public struct InputSchemes
{
public const string PCMR = "PCMR";
public const string GAMEPAD = "Gamepad";
}

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@ -0,0 +1,41 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
public class ArtefactInteractUI : MonoBehaviour
{
[SerializeField] private TMP_Text _text;
[SerializeField] private DialogueSettings _settings;
private string _gamepadText;
private string _keyboardText;
public PlayerInput Input { get; set; }
void Awake()
{
_gamepadText = _text.text.Replace("[INTERACT]", $"<sprite index={_settings.GamepadInputPrompts.interact}>");
_keyboardText = _text.text.Replace("[INTERACT]", $"<sprite index={_settings.KeyboardInputPrompts.interact}>");
}
private void OnDisable()
{
Input = null;
}
private void LateUpdate()
{
switch (Input.currentControlScheme)
{
case InputSchemes.PCMR:
_text.text = _keyboardText;
break;
case InputSchemes.GAMEPAD:
_text.text = _gamepadText;
break;
}
}
}

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