219 lines
7.4 KiB
C#
219 lines
7.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace BNG {
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/// <summary>
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/// Physical button helper with
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/// </summary>
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public class Button : MonoBehaviour {
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[Tooltip("The Local Y position of the button when it is pushed all the way down. Local Y position will never be less than this.")]
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public float MinLocalY = 0.25f;
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[Tooltip("The Local Y position of the button when it is not being pushed. Local Y position will never be greater than this.")]
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public float MaxLocalY = 0.55f;
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[Tooltip("How far away from MinLocalY / MaxLocalY to be considered a click")]
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public float ClickTolerance = 0.01f;
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[Tooltip("If true the button can be pressed by physical object by utiizing a Spring Joint. Set to false if you don't need / want physics interactions, or are using this on a moving platform.")]
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public bool AllowPhysicsForces = true;
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List<Grabber> grabbers = new List<Grabber>(); // Grabbers in our trigger
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List<UITrigger> uiTriggers = new List<UITrigger>(); // UITriggers in our trigger
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SpringJoint joint;
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bool clickingDown = false;
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public AudioClip ButtonClick;
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public AudioClip ButtonClickUp;
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public UnityEvent onButtonDown;
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public UnityEvent onButtonUp;
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AudioSource audioSource;
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Rigidbody rigid;
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void Start() {
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joint = GetComponent<SpringJoint>();
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rigid = GetComponent<Rigidbody>();
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// Set to kinematic so we are not affected by outside forces
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if(!AllowPhysicsForces) {
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rigid.isKinematic = true;
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}
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// Start with button up top / popped up
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transform.localPosition = new Vector3(transform.localPosition.x, MaxLocalY, transform.localPosition.z);
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audioSource = GetComponent<AudioSource>();
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}
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// These have been hard coded for hand speed
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float ButtonSpeed = 15f;
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float SpringForce = 1500f;
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Vector3 buttonDownPosition;
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Vector3 buttonUpPosition;
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void Update() {
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buttonDownPosition = GetButtonDownPosition();
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buttonUpPosition = GetButtonUpPosition();
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bool grabberInButton = false;
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bool UITriggerInButton = uiTriggers != null && uiTriggers.Count > 0;
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// Find a valid grabber to push down
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for (int x = 0; x < grabbers.Count; x++) {
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if (!grabbers[x].HoldingItem) {
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grabberInButton = true;
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break;
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}
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}
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// push button down
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if (grabberInButton || UITriggerInButton) {
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float speed = ButtonSpeed;
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transform.localPosition = Vector3.Lerp(transform.localPosition, buttonDownPosition, speed * Time.deltaTime);
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if(joint) {
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joint.spring = 0;
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}
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}
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else {
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// Let the spring push the button up if physics forces are enabled
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if (AllowPhysicsForces) {
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if(joint) {
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joint.spring = SpringForce;
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}
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}
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// Need to lerp back into position if spring won't do it for us
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else {
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float speed = ButtonSpeed;
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transform.localPosition = Vector3.Lerp(transform.localPosition, buttonUpPosition, speed * Time.deltaTime);
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if(joint) {
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joint.spring = 0;
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}
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}
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}
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// Cap values
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if (transform.localPosition.y < MinLocalY) {
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transform.localPosition = buttonDownPosition;
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}
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else if (transform.localPosition.y > MaxLocalY) {
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transform.localPosition = buttonUpPosition;
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}
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// Click Down?
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float buttonDownDistance = transform.localPosition.y - buttonDownPosition.y;
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if (buttonDownDistance <= ClickTolerance && !clickingDown) {
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clickingDown = true;
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OnButtonDown();
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}
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// Click Up?
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float buttonUpDistance = buttonUpPosition.y - transform.localPosition.y;
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if (buttonUpDistance <= ClickTolerance && clickingDown) {
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clickingDown = false;
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OnButtonUp();
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}
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}
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public virtual Vector3 GetButtonUpPosition() {
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return new Vector3(transform.localPosition.x, MaxLocalY, transform.localPosition.z);
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}
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public virtual Vector3 GetButtonDownPosition() {
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return new Vector3(transform.localPosition.x, MinLocalY, transform.localPosition.z);
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}
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// Callback for ButtonDown
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public virtual void OnButtonDown() {
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// Play sound
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if (audioSource && ButtonClick) {
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audioSource.clip = ButtonClick;
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audioSource.Play();
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}
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// Call event
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if (onButtonDown != null) {
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onButtonDown.Invoke();
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}
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}
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// Callback for ButtonDown
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public virtual void OnButtonUp() {
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// Play sound
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if (audioSource && ButtonClickUp) {
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audioSource.clip = ButtonClickUp;
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audioSource.Play();
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}
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// Call event
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if (onButtonUp != null) {
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onButtonUp.Invoke();
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}
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}
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void OnTriggerEnter(Collider other) {
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// Check Grabber
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Grabber grab = other.GetComponent<Grabber>();
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if (grab != null) {
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if (grabbers == null) {
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grabbers = new List<Grabber>();
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}
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if (!grabbers.Contains(grab)) {
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grabbers.Add(grab);
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}
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}
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// Check UITrigger, which is another type of activator
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UITrigger trigger = other.GetComponent<UITrigger>();
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if (trigger != null) {
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if (uiTriggers == null) {
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uiTriggers = new List<UITrigger>();
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}
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if (!uiTriggers.Contains(trigger)) {
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uiTriggers.Add(trigger);
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}
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}
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}
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void OnTriggerExit(Collider other) {
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Grabber grab = other.GetComponent<Grabber>();
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if (grab != null) {
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if (grabbers.Contains(grab)) {
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grabbers.Remove(grab);
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}
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}
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UITrigger trigger = other.GetComponent<UITrigger>();
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if (trigger != null) {
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if (uiTriggers.Contains(trigger)) {
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uiTriggers.Remove(trigger);
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}
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}
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}
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void OnDrawGizmosSelected() {
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// Show Grip Point
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Gizmos.color = Color.blue;
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Vector3 upPosition = transform.TransformPoint(new Vector3(transform.localPosition.x, MaxLocalY, transform.localPosition.z));
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Vector3 downPosition = transform.TransformPoint(new Vector3(transform.localPosition.x, MinLocalY, transform.localPosition.z));
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Vector3 size = new Vector3(0.005f, 0.005f, 0.005f);
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Gizmos.DrawCube(upPosition, size);
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Gizmos.color = Color.yellow;
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Gizmos.DrawCube(downPosition, size);
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Gizmos.color = Color.red;
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Gizmos.DrawLine(upPosition, downPosition);
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}
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}
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}
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