5557c03691
Finished making lockpicking for doors. Next I will make one for chests with a different type of lock, also increase skill points when successfully picked a lock.
166 lines
4.5 KiB
C#
166 lines
4.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RPGCreationKit;
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using System;
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using RPGCreationKit.Player;
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namespace RPGCreationKit.AI
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{
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/// <summary>
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/// Allows NPCs to look at target with the head and body
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/// </summary>
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public class AILookAt : MonoBehaviour
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{
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public bool isEnabled = true;
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// Force Target is used to force the AI to look at something, like in a conversation we always want the AI to look at the interlocutor
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public bool forceTarget = false;
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[SerializeField] Animator animator;
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[Space(5)]
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// Target determines the target to look at
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public Transform target;
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// Previous Target is used to restore the original view without jittering
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[HideInInspector] public Transform previousTarget;
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[Space(5)]
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public float rotSpeed = 1.0f;
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public bool bodyWeight = true;
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private float tTime = 0f;
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public bool shouldLook = false;
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public bool IsLookingAtSomeone
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{
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get
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{
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return shouldLook;
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}
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}
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private void Update()
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{
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if (!isEnabled)
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return;
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// Updates the tTime to manage the weight of which the limbs are affected in the rotation
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if (shouldLook)
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{
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tTime += rotSpeed * Time.deltaTime;
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tTime = Mathf.Clamp01(tTime);
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}
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else
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{
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tTime -= rotSpeed * Time.deltaTime;
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tTime = Mathf.Clamp01(tTime);
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}
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}
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private void OnAnimatorIK(int layerIndex)
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{
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if (!isEnabled)
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return;
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if (target != null)
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{
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if(bodyWeight)
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animator.SetLookAtWeight(tTime, tTime / 5, tTime, tTime, .7f);
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else
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animator.SetLookAtWeight(tTime, 0, tTime, tTime, .7f);
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animator.SetLookAtPosition(target.position);
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}
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}
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/// <summary>
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/// Sets a Target, this will not affect anything if the AI is currently looking in forceTarget mode.
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/// </summary>
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/// <param name="_target"></param>
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public void SetTarget(Transform _target)
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{
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Debug.Log("SetTarget("+_target.gameObject.name+")");
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if (_target.CompareTag("Player"))
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_target = RckPlayer.instance.entityFocusPart;
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if (forceTarget)
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return;
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if (target != null)
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previousTarget = target;
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target = _target;
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shouldLook = true;
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}
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/// <summary>
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/// Clears the target.
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/// </summary>
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public void ClearTarget()
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{
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shouldLook = false;
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}
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/// <summary>
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/// Make the AI look at the providen target, no matter what.
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/// </summary>
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/// <param name="_target"></param>
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public void ForceToLookAtTarget(Transform _target)
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{
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if (_target.CompareTag("Player"))
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_target = RckPlayer.instance.entityFocusPart;
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if (IsLookingAtSomeone == true)
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{
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forceTarget = true;
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if (target != null &&target.CompareTag("Player") && _target.CompareTag("Player"))
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return;
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// Not if its the same pp
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if (_target != target)
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{
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// If should look is true we have to debunk ttime and when it reaches 0 we set the new target and force
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StartCoroutine(ForceLookTask(_target));
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}
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return;
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}
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target = _target;
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shouldLook = true;
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forceTarget = true;
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if (target.CompareTag("Player"))
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target = RckPlayer.instance.entityFocusPart;
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}
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public IEnumerator ForceLookTask(Transform _target)
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{
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shouldLook = false;
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// wait to debunk
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while(tTime >= 0.1f)
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{ yield return null; }
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target = _target;
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shouldLook = true;
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forceTarget = true;
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}
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/// <summary>
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/// Releases the AI, allowing it to look at whatever it wants/prefers.
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/// </summary>
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public void StopForcingLookAtTarget()
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{
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shouldLook = false;
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forceTarget = false;
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}
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}
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} |