created MissionObject

This commit is contained in:
Steven 2017-11-08 22:34:47 -06:00
parent 4d9f59e3c4
commit ff0652636d
6 changed files with 51 additions and 10 deletions

View file

@ -645,9 +645,9 @@ GameObject:
serializedVersion: 5
m_Component:
- component: {fileID: 1145874549}
- component: {fileID: 1145874548}
- component: {fileID: 1145874547}
- component: {fileID: 1145874550}
- component: {fileID: 1145874548}
m_Layer: 10
m_Name: Statue
m_TagString: Untagged
@ -675,7 +675,7 @@ MonoBehaviour:
onSerializeRigidBodyOption: 2
ownershipTransfer: 0
ObservedComponents:
- {fileID: 1145874548}
- {fileID: 0}
ObservedComponentsFoldoutOpen: 1
viewIdField: 5
instantiationId: 5
@ -689,14 +689,14 @@ MonoBehaviour:
m_GameObject: {fileID: 1145874546}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9b3f3e01c4d73ca439fd8977a38cf5b4, type: 3}
m_Script: {fileID: 11500000, guid: a2e14842720228c49bf03c30440cbcbf, type: 3}
m_Name:
m_EditorClassIdentifier:
_queuedInteractorId: -1
_isInteracting: 0
interactions:
interactions: []
spyInteractions:
- {fileID: 11400000, guid: 80ca1bec2c07531428cf5a84624e44a4, type: 2}
spyInteractions: []
--- !u!4 &1145874549
Transform:
m_ObjectHideFlags: 0

View file

@ -20,8 +20,10 @@ 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 the player was receiving an interaction, this click we've detected is them declining the interaction
if (controller.Interactor)
{
controller.Interactor = null;
@ -29,8 +31,8 @@ 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))
{
@ -47,7 +49,7 @@ 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
@ -58,9 +60,12 @@ public class IdleClickAction : Action
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100.0f, mask))
{
Debug.Log("Found SelectableObject");
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;

View file

@ -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();
}
}
}

View file

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: a2e14842720228c49bf03c30440cbcbf
timeCreated: 1510178050
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SelectableObject : Photon.PunBehaviour, IEquatable<SelectableObject>
public abstract class SelectableObject : Photon.PunBehaviour, IEquatable<SelectableObject>
{
// PhotonView Id of interacting character
[SerializeField]

View file

@ -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;