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.
223 lines
5.8 KiB
C#
223 lines
5.8 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.Player;
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using RPGCreationKit.CellsSystem;
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using TMPro;
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namespace RPGCreationKit
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{
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public class LockpickingManager : MonoBehaviour
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{
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public static LockpickingManager instance;
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private void Awake()
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{
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if (instance == null)
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instance = this;
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else
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Debug.LogError("Anomaly detected with the singleton pattern of 'LockpickingManager', are you using multiple LockpickingManager?");
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}
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private Door curDoor;
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[Space(5)]
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[Header("\tLockpicking References")]
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[SerializeField] private GameObject lockpickingUI;
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[SerializeField] private RectTransform PickSprite;
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[SerializeField] private Transform LockPickUI;
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[SerializeField] public Item LockPick;
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[SerializeField] private Animator PadLock;
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[SerializeField] private TextMeshProUGUI PicksLeft;
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[SerializeField] private SpinVert SV;
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[SerializeField] private List<GameObject> ThingsToHide;
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[Space(5)]
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[Header("\tAudio")]
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[SerializeField] private AudioSource audioSource;
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[Space(5)]
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[SerializeField] private AudioClip pickAttempt;
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[SerializeField] private AudioClip pickBroke;
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[SerializeField] private AudioClip pickSuccess;
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[SerializeField] private AudioClip LockUnlocking;
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private bool isShaking = false;
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private float shakeTime = 0f;
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private bool shouldDisableControls = false;
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private float angle = 0f;
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private float target = 0f;
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private float acceptableRange = 0f;
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private float direction = 0f;
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// Durability is Static, and Held between lockpicking sessions, so that they cant exit then return to lockpicking to reset durability
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private static int durability = 0;
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public void StartPicking(Door _door, bool _shouldDisableControls)
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{
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SV.ResetRotation();
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PicksLeft.text = Inventory.PlayerInventory.GetItemCount(LockPick).ToString();
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if (_door.lockLevel == DoorLockLevel.Impossible) return;
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if (!Inventory.PlayerInventory.HasItem(LockPick.ItemID)) return;
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shouldDisableControls = _shouldDisableControls;
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curDoor = _door;
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angle = 0f;
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target = Random.Range(-140, 141);
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if (durability <= 0)
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durability = 5; // 5 attempts per Lockpick
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switch (_door.lockLevel)
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{
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case DoorLockLevel.VeryEasy:
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acceptableRange = 25f;
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break;
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case DoorLockLevel.Easy:
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acceptableRange = 20f;
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break;
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case DoorLockLevel.Medium:
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acceptableRange = 13f;
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break;
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case DoorLockLevel.Hard:
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acceptableRange = 8f;
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break;
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case DoorLockLevel.VeryHard:
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acceptableRange = 3f;
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break;
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}
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RckPlayer.instance.input.SwitchCurrentActionMap("LockpickingUI");
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lockpickingUI.SetActive(true);
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RckPlayer.instance.isPickingLock = true;
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for (int i = 0; i < ThingsToHide.Count; i++)
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ThingsToHide[i].SetActive(false);
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if (shouldDisableControls)
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RckPlayer.instance.EnableDisableControls(false);
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}
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void FixedUpdate()
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{
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if (isShaking)
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{
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float distance = Mathf.Abs(angle - target);
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//PickSprite.rotation = Quaternion.Euler(0, 0, angle + Mathf.Clamp((Random.Range(-distance, distance) / 90f) * 10f, -10, 10));
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Vector3 temp = LockPickUI.transform.rotation.eulerAngles;
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temp.x = 170 + Mathf.Clamp((Random.Range(-distance, distance) / 90f) * 10f, -10, 10);
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temp.y = angle;
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temp.z = 270f;
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LockPickUI.rotation = Quaternion.Euler(temp);
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//LockPickUI.rotation = Quaternion.Euler(angle, 90 + , 180);
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shakeTime -= Time.fixedDeltaTime;
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if (shakeTime <= 0)
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isShaking = false;
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}
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}
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void Update()
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{
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if (!RckPlayer.instance.isPickingLock)
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return;
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if (isShaking)
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return;
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direction = -RckPlayer.instance.input.currentActionMap.FindAction("Move").ReadValue<Vector2>().x;
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angle += direction * Time.deltaTime * 16.0f;
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angle = Mathf.Clamp(angle, 10, 170);
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//PickSprite.rotation = Quaternion.Euler(0, 0, angle);
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//LockPickUI.rotation = Quaternion.Euler(angle, 90, 180);
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Vector3 temp = LockPickUI.transform.rotation.eulerAngles;
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temp.x = 170f;
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temp.y = angle;
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temp.z = 270f;
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LockPickUI.rotation = Quaternion.Euler(temp);
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if (RckPlayer.instance.input.currentActionMap.FindAction("Attempt").triggered)
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{
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Attempt();
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}
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else if (RckPlayer.instance.input.currentActionMap.FindAction("Close").triggered)
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{
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StopPicking();
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}
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}
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void Attempt()
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{
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if (!RckPlayer.instance.isPickingLock) return;
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if (durability <= 0) return;
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durability--;
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// Check if successfull attempt
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if(angle > target - acceptableRange && angle < target + acceptableRange)
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{
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// Success!
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StartCoroutine(UnlockLock());
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return;
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}
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if (durability <= 0) // Breaks Pick. Lets make the pick in 2 pieces and animate a break
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{
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Inventory.PlayerInventory.RemoveItem(LockPick.ItemID, 1);
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PicksLeft.text = Inventory.PlayerInventory.GetItemCount(LockPick).ToString();
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if (audioSource != null)
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audioSource.PlayOneShot(pickBroke);
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if (Inventory.PlayerInventory.GetItemCount(LockPick) < 1)
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StopPicking();
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}
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else
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{
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isShaking = true;
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shakeTime = 1f;
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if(audioSource != null)
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audioSource.PlayOneShot(pickAttempt);
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}
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}
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public void CheatUnlock() {
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StartCoroutine(UnlockLock());
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}
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IEnumerator UnlockLock() {
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curDoor.UnlockDoor();
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SV.StartSpinning();
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if (audioSource != null)
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audioSource.PlayOneShot(LockUnlocking);
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yield return new WaitForSecondsRealtime(1.5f);
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StopPicking();
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}
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public void StopPicking()
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{
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for (int i = 0; i < ThingsToHide.Count; i++)
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ThingsToHide[i].SetActive(true);
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lockpickingUI.SetActive(false);
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isShaking = false;
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RckPlayer.instance.isPickingLock = false;
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if (shouldDisableControls)
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RckPlayer.instance.EnableDisableControls(true);
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curDoor = null;
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RckPlayer.instance.input.SwitchCurrentActionMap("Player");
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}
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}
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}
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