Merge remote-tracking branch 'origin/player-object-interactions'

This commit is contained in:
Steven 2017-11-09 00:02:59 -06:00
commit aea5f6382c
12 changed files with 1437 additions and 22 deletions

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@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HighlightInteractableAction : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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@ -20,9 +20,9 @@ public class IdleClickAction : Action
public override void Act(StateController controller)
{
// If the user clicks, but not on a UI object ...
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
if (controller.Interactor)
{
controller.Interactor = null;
@ -30,8 +30,8 @@ public class IdleClickAction : Action
}
else
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// Check first if the player clicked on a selectable object
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
SelectableObject selectableObject;
if (RaycastForSelectableObject(controller, ray, out selectableObject))
{
@ -48,7 +48,7 @@ public class IdleClickAction : Action
// If the player has selected an object, move the player toward that object
if (controller.SelectedObject && !controller.IsInteracting)
controller.Destination = controller.SelectedObject.transform.position;
controller.MoveToSelectedObject();
}
// Check if StateController clicked on a Selectable Object
@ -60,7 +60,11 @@ public class IdleClickAction : Action
if (Physics.Raycast(ray, out hit, 100.0f, mask))
{
SelectableObject selectable = hit.collider.gameObject.GetComponentInParent<SelectableObject>();
if (selectable != null && selectable != controller && selectable.HasInteractions())
if (!selectable.HasInteractions())
{
Debug.LogError("\"" + selectable.name + "\", a SelectableObject, has no pre-defined interactions.");
}
else if (selectable != null && !selectable.Equals(controller))
{
selectableObject = selectable;
return true;

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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MissionObject : SelectableObject {
protected override void Update()
{
base.Update();
if (Interactor != null && !IsInteracting)
{
AcceptInteraction();
}
}
}

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@ -121,6 +121,7 @@ public class StateController : SelectableObject
}
else
{
// If _selectedObject is set to null, stop in place
navMeshAgent.stoppingDistance = 0.0f;
Destination = transform.position;
}
@ -271,6 +272,14 @@ public class StateController : SelectableObject
}
}
public void MoveToSelectedObject()
{
Vector3 awayDirection = (transform.position - SelectedObject.transform.position).normalized;
Vector3 newPos = SelectedObject.transform.position + awayDirection * INTERACT_RANGE * 0.8f;
navMeshAgent.stoppingDistance = 0.0f;
Destination = newPos;
}
public void MoveForSelectedObjectInteraction()
{
Vector3 awayDirection = (transform.position - SelectedObject.transform.position).normalized;