CarmenSandiego/Assets/UdonSharp/Maps/FloorMapMarker.cs
Jamie Greunbaum 05cf67b1e2 - Location board orientation corrected to properly match Unity axes.
- Markers are no longer thrown when dropped while walking.
- Markers stay much more stable and are far less prone to falling over.
- Rounds 2 and 3 properly sync to other clients.
2025-06-26 17:09:42 -04:00

230 lines
5.2 KiB
C#

using UdonSharp;
using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDK3.Data;
using VRC.SDK3.UdonNetworkCalling;
using VRC.SDKBase;
using VRC.Udon.Common.Interfaces;
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class FloorMapMarker : UdonSharpBehaviour
{
[UdonSynced, FieldChangeCallback(nameof(LocationFindingEnabled))] public bool _LocationFindingEnabled = false;
[UdonSynced, FieldChangeCallback(nameof(IsGrabbed))] private bool _IsGrabbed = false;
[SerializeField] private GameManagerRound3 _GameManager;
[SerializeField] private Material _LitLampMaterial;
private DataList _CollidingLocations = new DataList();
[UdonSynced] private int _CollisionCheckCounter = 0;
[UdonSynced] private int _NoCollisionCounter = 0;
private const int MAX_REPEAT_COLLISION_CHECKS = 3;
private const int MAX_TIME_WITH_NO_COLLISIONS = 8;
private const float TIME_BETWEEN_REPEAT_COLLISION_CHECKS = 0.15f;
public void OnTriggerEnter(Collider OtherCollider)
{
FloorMapLocation Location = OtherCollider.GetComponent<FloorMapLocation>();
if (Location != null)
{
_CollidingLocations.Add(Location);
_CollisionCheckCounter = 0;
_NoCollisionCounter = 0;
if (!IsGrabbed) CheckCollisions();
}
}
public void OnTriggerExit(Collider OtherCollider)
{
FloorMapLocation Location = OtherCollider.GetComponent<FloorMapLocation>();
if (Location != null)
{
_CollidingLocations.Remove(Location);
_CollisionCheckCounter = 0;
_NoCollisionCounter = 0;
}
}
public override void OnPickup()
{
Rigidbody Body;
if (Body = GetComponent<Rigidbody>())
{
Body.constraints = RigidbodyConstraints.None;
}
IsGrabbed = true;
_NoCollisionCounter = 0;
_CollidingLocations.Clear();
base.OnPickup();
}
public override void OnDrop()
{
IsGrabbed = false;
VRCPlayerApi Owner = Networking.GetOwner(gameObject);
if (!Owner.IsUserInVR())
{
transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
}
_NoCollisionCounter = 0;
CheckCollisions();
base.OnDrop();
}
public void CheckCollisions()
{
if (!LocationFindingEnabled || IsGrabbed) return;
if (_CollidingLocations.Count > 0 && IsUpright())
{
_NoCollisionCounter = 0;
for (int i = 0; i < _CollidingLocations.Count; i++)
{
FloorMapLocation Location = (FloorMapLocation)_CollidingLocations[i].Reference;
if (Location != null)
{
bool FoundCorrectResponse = ConfirmChoice(Location.Country, Location.City);
if (FoundCorrectResponse)
{
NetworkCalling.SendCustomNetworkEvent((IUdonEventReceiver)this,
NetworkEventTarget.All,
nameof(SendCorrectResponse),
Location.transform.position);
return;
}
}
}
// We should make sure to only reach here if we don't get a correct
// response from the previous loop.
if (_CollisionCheckCounter < MAX_REPEAT_COLLISION_CHECKS)
{
SendCustomEventDelayedSeconds(nameof(CheckCollisions), TIME_BETWEEN_REPEAT_COLLISION_CHECKS);
}
else
{
NetworkCalling.SendCustomNetworkEvent((IUdonEventReceiver)this,
NetworkEventTarget.All,
nameof(SendIncorrectResponse));
}
_CollisionCheckCounter++;
}
else
{
_NoCollisionCounter++;
if (_NoCollisionCounter >= MAX_TIME_WITH_NO_COLLISIONS)
{
NetworkCalling.SendCustomNetworkEvent((IUdonEventReceiver)this,
NetworkEventTarget.All,
nameof(SendIncorrectResponse));
}
else
{
// If the marker isn't sitting mostly upright and is not grabbed,
// don't check collisions until later, in case it becomes upright.
SendCustomEventDelayedSeconds(nameof(CheckCollisions), TIME_BETWEEN_REPEAT_COLLISION_CHECKS);
}
}
}
public bool ConfirmChoice(string Country, string City)
{
if (Country == _GameManager.GetCurrentCountry() &&
City == _GameManager.GetCurrentCity())
{
return true;
}
return false;
}
[NetworkCallable]
public void SendCorrectResponse(Vector3 CorrectLocation)
{
DisableMovementCompletely(CorrectLocation);
MeshRenderer MarkerMesh;
if (MarkerMesh = GetComponent<MeshRenderer>())
{
Material[] Materials = MarkerMesh.materials;
Materials[2] = _LitLampMaterial;
MarkerMesh.materials = Materials;
}
_GameManager.CorrectResponse();
}
[NetworkCallable]
public void SendIncorrectResponse()
{
DisableMovementCompletely();
_GameManager.IncorrectResponse();
_CollisionCheckCounter = 0;
_CollidingLocations.Clear();
}
public void EnablePickup(bool Enable)
{
VRCPickup Pickup;
if (Pickup = GetComponent<VRCPickup>())
{
Pickup.pickupable = Enable;
}
}
public void DisableMovementCompletely(Vector3 CorrectLocation = new Vector3())
{
Rigidbody Body;
if (Body = GetComponent<Rigidbody>())
{
Body.constraints = RigidbodyConstraints.FreezeAll;
}
transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
if (CorrectLocation != Vector3.zero)
{
transform.position = CorrectLocation;
}
}
private bool IsUpright()
{
return (Vector3.Dot(transform.up, Vector3.up) >= 0.85f);
}
public bool LocationFindingEnabled
{
set
{
_LocationFindingEnabled = value;
}
get => _LocationFindingEnabled;
}
public bool IsGrabbed
{
set
{
_IsGrabbed = value;
}
get => _IsGrabbed;
}
}