959e80cf72
assets upload description.
148 lines
4.0 KiB
C#
148 lines
4.0 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using RPGCreationKit;
|
|
using RPGCreationKit.AI;
|
|
using UnityEditor;
|
|
|
|
namespace RPGCreationKit.AI
|
|
{
|
|
|
|
public enum TypeActionPoint
|
|
{
|
|
Rest = 0,
|
|
Eat = 1,
|
|
Sleep = 2
|
|
};
|
|
|
|
public enum DynamicObjectBone
|
|
{
|
|
Rhand = 0,
|
|
Lhand = 1
|
|
};
|
|
|
|
public class NPCActionPoint : MonoBehaviour
|
|
{
|
|
public string actionPointID;
|
|
public TypeActionPoint actionType;
|
|
|
|
// Editor - Debug // TOCHANGE - SHALL WE USE A CUSTOM INSPECTOR? IT MAY ERASE THE DRAWGIZMOS THING WHICH IS BAD!
|
|
[SerializeField] private bool showDummies = true;
|
|
|
|
[SerializeField] private GameObject dummyFirstKeyframe;
|
|
[SerializeField] private GameObject dummyLastKeyframe;
|
|
|
|
// Runtime
|
|
public bool isOccupied = false;
|
|
public Transform pivotPoint;
|
|
public AnimationClip npcAction;
|
|
public AnimationClip npcActionReturn;
|
|
|
|
public Entity entityUsingThisPoint;
|
|
|
|
public bool spawnDynamicObject;
|
|
public GameObject dynamicObject;
|
|
public DynamicObjectBone dynamicObjectBone;
|
|
|
|
[ContextMenu("Regenerate ID")]
|
|
public void RegenerateGUIDStr()
|
|
{
|
|
actionPointID = System.Guid.NewGuid().ToString();
|
|
|
|
#if UNITY_EDITOR
|
|
EditorUtility.SetDirty(this);
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when isOccupied is set to true, so when an NPC wants to use this point (it doesn't mean he is currently using it)
|
|
/// </summary>
|
|
public void OnUserAssigned(Entity _entity = null)
|
|
{
|
|
isOccupied = true;
|
|
entityUsingThisPoint = _entity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the NPC is playing the 'enter' animation to the point. (When the NPC is sitting for example)
|
|
/// </summary>
|
|
public void OnUserUses(Entity _entity = null)
|
|
{
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the npc is playing the 'return' animation of the point. (When the NPC is getting up from the chair)
|
|
/// </summary>
|
|
public void OnUserIsLeaving(Entity _entity = null)
|
|
{
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the NPC that was using this point has completly been released.
|
|
/// </summary>
|
|
public void OnUserHasLeft(Entity _entity = null)
|
|
{
|
|
entityUsingThisPoint = null;
|
|
isOccupied = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called when the NPC that was reaching this point gets reset and it should no more reach it (when it enters in combat)
|
|
/// </summary>
|
|
public void OnUserForceLeaves()
|
|
{
|
|
entityUsingThisPoint = null;
|
|
isOccupied = false;
|
|
}
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
private void OnEnable()
|
|
{
|
|
if(Application.isPlaying)
|
|
{
|
|
if(dummyFirstKeyframe != null)
|
|
dummyFirstKeyframe.SetActive(false);
|
|
|
|
if(dummyLastKeyframe != null)
|
|
dummyLastKeyframe.SetActive(false);
|
|
}
|
|
}
|
|
|
|
[ContextMenu("Sample")]
|
|
void SampleDummies()
|
|
{
|
|
if (npcAction != null && showDummies)
|
|
{
|
|
if(dummyFirstKeyframe)
|
|
npcAction.SampleAnimation(dummyFirstKeyframe, 0.0f);
|
|
|
|
if(dummyLastKeyframe)
|
|
npcAction.SampleAnimation(dummyLastKeyframe, npcAction.length);
|
|
|
|
SceneView.RepaintAll();
|
|
}
|
|
}
|
|
|
|
void ShowHideDummies(bool show)
|
|
{
|
|
if (dummyFirstKeyframe)
|
|
dummyFirstKeyframe.SetActive(show);
|
|
|
|
if (dummyLastKeyframe)
|
|
dummyLastKeyframe.SetActive(show);
|
|
|
|
SceneView.RepaintAll();
|
|
}
|
|
|
|
private void OnDrawGizmosSelected()
|
|
{
|
|
ShowHideDummies(showDummies);
|
|
SampleDummies();
|
|
}
|
|
#endif
|
|
|
|
}
|
|
} |