- Round 3 sync seems to work now, but resets and early grabs cause issues.
309 lines
6.6 KiB
C#
309 lines
6.6 KiB
C#
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using MMMaellon.LightSync;
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using UdonSharp;
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using UnityEngine;
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using VRC.SDK3.Components;
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using VRC.SDK3.Data;
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using VRC.SDK3.UdonNetworkCalling;
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using VRC.SDKBase;
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using VRC.Udon.Common.Interfaces;
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[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
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public class FloorMapMarker : UdonSharpBehaviour
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{
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[SerializeField] private GameManagerRound3 _GameManager;
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[SerializeField] private Material _UnlitLampMaterial;
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[SerializeField] private Material _LitLampMaterial;
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[UdonSynced, SerializeField, FieldChangeCallback(nameof(Active))] private bool _Active = false;
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[UdonSynced, FieldChangeCallback(nameof(IsGrabbed))] private bool _IsGrabbed = false;
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[UdonSynced, FieldChangeCallback(nameof(IsLit))] private bool _IsLit = false;
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[UdonSynced] private bool _LocationFindingEnabled = false;
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[UdonSynced] private int _FailureCounter = 0;
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[UdonSynced] private bool _CheckingCollisions = false;
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private int _CollisionCheckCounter = 0;
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private int _NoCollisionCounter = 0;
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private DataList _CollidingLocations = new DataList();
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private Rigidbody _RigidBodyComponent;
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private LightSync _ObjectSync;
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private VRCPickup _PickupComponent;
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private MeshRenderer _MarkerMesh;
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private const int MAX_FAILURE_COUNT = 2;
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private const int MAX_REPEAT_COLLISION_CHECKS = 3;
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private const int MAX_CHECKS_WITH_NO_COLLISIONS = 8;
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private const float TIME_BETWEEN_REPEAT_COLLISION_CHECKS = 0.15f;
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void Start()
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{
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_RigidBodyComponent = GetComponent<Rigidbody>();
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_ObjectSync = GetComponent<LightSync>();
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_PickupComponent = GetComponent<VRCPickup>();
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_MarkerMesh = GetComponent<MeshRenderer>();
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}
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public void Initialise()
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{
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_ObjectSync.TeleportToLocalSpace(Vector3.zero, Quaternion.identity, true);
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SetPickupable(false);
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Active = false;
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IsGrabbed = false;
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IsLit = false;
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_LocationFindingEnabled = false;
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_CheckingCollisions = false;
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_FailureCounter = 0;
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_CollisionCheckCounter = 0;
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_NoCollisionCounter = 0;
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_CollidingLocations.Clear();
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RequestSerialization();
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}
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public void SetPickupable(bool Pickupable)
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{
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_PickupComponent.pickupable = Pickupable;
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}
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public void OnTriggerEnter(Collider OtherCollider)
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{
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FloorMapLocation Location = OtherCollider.GetComponent<FloorMapLocation>();
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if (Location != null)
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{
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_CollidingLocations.Add(Location);
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_NoCollisionCounter = 0;
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}
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}
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public void OnTriggerExit(Collider OtherCollider)
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{
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FloorMapLocation Location = OtherCollider.GetComponent<FloorMapLocation>();
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if (Location != null)
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{
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_CollidingLocations.Remove(Location);
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}
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}
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public override void OnPickup()
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{
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if (Active)
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{
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IsGrabbed = true;
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}
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base.OnPickup();
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}
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public override void OnDrop()
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{
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if (Active)
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{
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IsGrabbed = false;
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}
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base.OnDrop();
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}
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private void SwapLampMaterial()
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{
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Material[] Materials = _MarkerMesh.materials;
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Materials[2] = IsLit ? _LitLampMaterial : _UnlitLampMaterial;
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_MarkerMesh.materials = Materials;
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}
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private void ReactToGrab()
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{
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if (IsGrabbed)
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{
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_RigidBodyComponent.constraints = RigidbodyConstraints.None;
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_NoCollisionCounter = 0;
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_CollidingLocations.Clear();
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}
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else
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{
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_LocationFindingEnabled = true;
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VRCPlayerApi Owner = Networking.GetOwner(gameObject);
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if (!Owner.IsUserInVR())
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{
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transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
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}
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_NoCollisionCounter = 0;
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if (!_CheckingCollisions) SendCustomNetworkEvent(NetworkEventTarget.Owner, nameof(CheckCollisions));
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}
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RequestSerialization();
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}
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[NetworkCallable]
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public void CheckCollisions()
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{
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if (!Active || !_LocationFindingEnabled || IsGrabbed) return;
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_CheckingCollisions = true;
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if (_CollidingLocations.Count > 0 && IsUpright())
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{
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_NoCollisionCounter = 0;
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for (int i = 0; i < _CollidingLocations.Count; i++)
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{
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FloorMapLocation Location = (FloorMapLocation)_CollidingLocations[i].Reference;
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if (Location != null)
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{
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bool FoundCorrectResponse = ConfirmChoice(Location.Country, Location.City);
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if (FoundCorrectResponse)
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{
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SendCorrectResponse(Location.transform.position);
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return;
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}
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}
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}
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// We should make sure to only reach here if we don't get a correct
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// response from the previous loop.
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if (_CollisionCheckCounter < MAX_REPEAT_COLLISION_CHECKS)
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{
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SendCustomEventDelayedSeconds(nameof(CheckCollisions), TIME_BETWEEN_REPEAT_COLLISION_CHECKS);
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}
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else
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{
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SendIncorrectResponse();
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}
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_CollisionCheckCounter++;
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}
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else
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{
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_NoCollisionCounter++;
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if (_NoCollisionCounter >= MAX_CHECKS_WITH_NO_COLLISIONS)
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{
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SendIncorrectResponse();
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}
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else
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{
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// If the marker isn't sitting mostly upright and is not grabbed,
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// don't check collisions until later, in case it becomes upright.
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SendCustomEventDelayedSeconds(nameof(CheckCollisions), TIME_BETWEEN_REPEAT_COLLISION_CHECKS);
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}
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}
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}
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public bool ConfirmChoice(string Country, string City)
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{
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if (Country == _GameManager.GetCurrentCountry() &&
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City == _GameManager.GetCurrentCity())
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{
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return true;
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}
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return false;
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}
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private void SendCorrectResponse(Vector3 CorrectLocation)
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{
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DisableMovementCompletely(CorrectLocation);
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IsLit = true;
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Active = false;
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_CheckingCollisions = false;
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RequestSerialization();
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_GameManager.SendCustomNetworkEvent(NetworkEventTarget.Owner, "CorrectResponse");
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_GameManager.PlayCorrectSound();
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}
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private void SendIncorrectResponse()
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{
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DisableMovementCompletely();
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_CollisionCheckCounter = 0;
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_CheckingCollisions = false;
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_CollidingLocations.Clear();
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_FailureCounter++;
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if (_FailureCounter >= MAX_FAILURE_COUNT)
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{
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Active = false;
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_GameManager.SendCustomNetworkEvent(NetworkEventTarget.Owner, "IncorrectResponse");
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}
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_GameManager.PlayIncorrectSound();
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RequestSerialization();
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}
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[NetworkCallable]
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public void Activated(bool SetActive)
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{
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Active = SetActive;
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RequestSerialization();
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}
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private void ChangePickupable()
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{
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_PickupComponent.pickupable = Active;
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}
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private void DisableMovementCompletely(Vector3 CorrectLocation = new Vector3())
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{
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_RigidBodyComponent.constraints = RigidbodyConstraints.FreezeAll;
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transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
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if (CorrectLocation != Vector3.zero)
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{
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transform.position = CorrectLocation;
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}
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_LocationFindingEnabled = false;
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RequestSerialization();
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}
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private bool IsUpright()
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{
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return (Vector3.Dot(transform.up, Vector3.up) >= 0.85f);
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}
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private bool Active
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{
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set
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{
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_Active = value;
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ChangePickupable();
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}
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get => _Active;
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}
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private bool IsGrabbed
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{
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set
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{
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_IsGrabbed = value;
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ReactToGrab();
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}
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get => _IsGrabbed;
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}
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private bool IsLit
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{
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set
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{
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_IsLit = value;
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SwapLampMaterial();
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}
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get => _IsLit;
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}
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}
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