Firstborn/Assets/InfinityPBR/_InfinityPBR - Locks and Lo.../Scripts/Keyhole.cs
Schaken-Mods b8ab71969a Finished lockpicking, tied it to the Skills system
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
2023-05-05 22:02:18 -05:00

525 lines
19 KiB
C#

using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
/*
* Thank you for using my Lockpicking asset! I hope it works great in your game. You can extend it to suit your game by
* manipulating some of the code below. For instance, if your player can have a various level of "lockpicking" skill,
* you may consider multiplying the value of lockGive by their skill, so that a higher skilled player would find it
* easier to open a lock.
*
* Enjoy!
*/
namespace Lockpicking
{
[RequireComponent(typeof(LockEmissive))]
public class Keyhole : MonoBehaviour
{
// Events
UnityEvent lockpickBroke = new UnityEvent();
UnityEvent lockOpen = new UnityEvent();
[Header("Player Input")]
public float openPressure = 0f;
public float lockpickPressure = 0f;
[Header("Speed Settings")]
[Tooltip("Speed of the lockpick when input value is full.")]
[Range(1f, 720f)] public float turnSpeedLockpick = 25f;
[Tooltip("Speed of the entire keyhole when input value is full.")]
[Range(1f, 720f)] public float turnSpeedKeyhole = 25f;
[Tooltip("Speed at which the lock will return to normal when the input value is 0.")]
[Range(1f, 720f)] public float returnSpeedKeyhole = 150f;
[Tooltip("Maximum shake distance per shake change.")]
[SerializeField] private float maxShake = 0.5f;
[Tooltip("Amount of time between shake changes when shaking.")]
[SerializeField] private float shakeTime = 0.1f;
[Header("Pick Settings")]
[Tooltip("Starting angle of the lock pick.")]
[SerializeField] private Vector3 _pickAnglesDefault;
[Tooltip("Minimum angle the lock pick can travel to.")]
[SerializeField] private float _pickAngleMin;
[Tooltip("Maximum angle the lock pick can travel to.")]
[SerializeField] private float _pickAngleMax;
[Header("Keyhole Settings")]
[Tooltip("Starting angle of the keyhole.")]
[SerializeField] private float _keyholeAngleDefault = 0;
[Tooltip("Maximum angle of the keyhole. At this angle, the lock will open.")]
[SerializeField] private float _keyholeAngleMax = 0;
[Header("Lock Settings")]
[Tooltip("If true, lock details will be randomized on awake")]
public bool resetOnAwake = true;
[Tooltip("Minimum angle the lock can be set to.")]
[Range(0f, 180f)] public float minLockAngle = -90f;
[Tooltip("Maximum angle the lock can be set to.")]
[Range(0f, 180f)] public float maxLockAngle = 90f;
[Tooltip("Minimum distance (plus and minus) from the lock angle that the lock will open.")]
[Range(1f, 180f)] public float minGiveAmount = 1f;
[Tooltip("Maximum distance (plus and minus) from the lock angle that the lock will open.")]
[Range(1f, 180f)] public float maxGiveAmount = 45f;
[Tooltip("Minimum distance for the pick to be in for the lock will turn partially.")]
[Range(5f, 180f)] public float minCloseDistance = 5f;
[Tooltip("Maximum distance for the pick to be in for the lock will turn partially.")]
[Range(5f, 180f)] public float maxCloseDistance = 20f;
[Tooltip("Amount of time to ignore player input after a lock pick breaks.")]
[Range(0f, 5f)] public float breakPause = 2f;
[Header("Lock Details")]
[Tooltip("True if the lock is already open (unlocked).")]
[SerializeField] private bool _lockIsOpen;
public bool LockIsOpen
{
get => _lockIsOpen;
set => _lockIsOpen = value;
}
[Tooltip("The exact angle the lock is set to.")]
float _lockAngle;
public float LockAngle
{
get => _lockAngle;
set => _lockAngle = Mathf.Clamp(value, minLockAngle, maxLockAngle);
}
[Tooltip("The distance to/from the LockAngle the lock pick needs to be in for the lock to open successfully.")]
[SerializeField] private float _lockGive;
public float LockGive
{
get => _lockGive;
set => _lockGive = Mathf.Clamp(value, 1, maxGiveAmount);
}
[Tooltip("If the lock pick is within this distance to the angle range which the lock will open, the lock will turn partially when an open attempt is made.")]
[SerializeField] private float _closeDistance;
public float CloseDistance
{
get => _closeDistance;
set => _closeDistance = Mathf.Clamp(value, 5, maxCloseDistance);
}
[Tooltip("The amount of time before a lock pick breaks when the lock is unable to be opened, but the player is attempting to open it.")]
[Range(0f, 5f)] public float breakTime = 1f;
[Header("Animation Trigger Strings")]
public string openTrigger = "OpenPadlock";
public string closeTrigger = "ClosePadlock";
public string lockPickBreakTrigger = "BreakLockpick1";
public string lockPickInsertTrigger = "InsertLockpick";
// Private animation hashes
private int _openTrigger;
private int _closeTrigger;
private int _lockpickBreakTrigger;
private int _lockpickInsertTrigger;
[Header("Plumbing")]
public GameObject keyhole; // The keyhole with lockpick A that turns the entire keyhole object to open it
public GameObject lockpickObject; // The lockpick that turns to match the secret lockAngle
public Animator lockpickAnimator; // Animator on the lockpick in the lockpickObject
private Animator _padlockAnimator;
public GameObject padlock1; // Link to the padlock 1 game object
public GameObject button;
private LockEmissive _lockEmissive; // Link to the lockEmissive script on this object
public LocksetAudio audioTurnClick;
public LocksetAudio audioSqueek;
public LocksetAudio audioOpen;
public LocksetAudio audioJiggle;
public LocksetAudio audioJiggle2;
public LocksetAudio audioJiggle3;
public LocksetAudio audioPadlockOpen;
public LocksetAudio audioPadlockJiggle;
public LocksetAudio audioLockpickBreak;
public LocksetAudio audioLockpickEnter;
public LocksetAudio audioLockpickClick;
// Audio Settings
[Range(0f, 1f)] public float clickVolumeMin = 0.1f;
[Range(0f, 1f)] public float clickVolumeMax = 0.4f;
[Range(0, 100)] public int clickChance = 100;
[Range(0f, 15f)] public float clickRate = 10f;
[Range(0f, 1f)] public float squeekVolumeMin = 0.1f;
[Range(0f, 1f)] public float squeekVolumeMax = 0.4f;
[Range(0, 100)] public int squeekChance = 50;
[Range(0f, 360f)] public float squeekRate = 20f;
// Private variables
private float breakCounter; // Counter for taking a break after a broken lockpick
private float breakTimeCounter;
private float shakeTimer; // Counter for the shake Time
private bool isShaking; // Whether we are currently shaking or not
private Vector3 preshakeLockpick; // Saves the pre-shake angles
private Vector3 preshakeKeyhole; // Saves the pre-shake angles
private float _lockpickAnglePrev;
private float squeekTimer = 0f;
public bool buttonDown;
public float BreakTimeCounter => breakTimeCounter;
public float LockPickAngle => GetAngle(LockpickAngles.z);
public float KeyholeAngle => GetAngle(KeyholeAngles.z);
void OnValidate()
{
LockAngle = LockAngle;
LockGive = LockGive;
CloseDistance = CloseDistance;
_pickAngleMin = Mathf.Clamp(_pickAngleMin, minLockAngle, maxLockAngle);
_pickAngleMax = Mathf.Clamp(_pickAngleMax, minLockAngle, maxLockAngle);
minGiveAmount = Mathf.Clamp(minGiveAmount, 1f, 360f);
maxGiveAmount = Mathf.Clamp(maxGiveAmount, 1f, 360f);
minCloseDistance = Mathf.Clamp(minCloseDistance, 5f, 360f);
maxCloseDistance = Mathf.Clamp(maxCloseDistance, 5f, 360f);
}
public void EditorOnValidate()
{
#if UNITY_EDITOR
EditorUtility.SetDirty(this);
#endif
OnValidate();
}
void Awake()
{
squeekTimer = squeekRate;
_pickAnglesDefault = LockpickAngles;
_lockEmissive = GetComponent<LockEmissive>();
_padlockAnimator = padlock1.GetComponent<Animator>();
_closeTrigger = Animator.StringToHash(closeTrigger);
_openTrigger = Animator.StringToHash(openTrigger);
_lockpickBreakTrigger = Animator.StringToHash(lockPickBreakTrigger);
_lockpickInsertTrigger = Animator.StringToHash(lockPickInsertTrigger);
if (resetOnAwake)
ResetLock();
}
void Update()
{
PassValuesToEmissiveScript();
if (BreakingForAnimation())
return;
HandlePlayerInput();
}
private void HandlePlayerInput()
{
if (openPressure > 0)
{
TryToTurnKeyhole();
}
else
{
StopShaking();
ReturnKeyholeToDefaultPosition();
TurnLockpick(turnSpeedLockpick * lockpickPressure);
}
}
private bool BreakingForAnimation()
{
if (breakCounter > 0f)
{
breakCounter -= Time.deltaTime;
ReturnKeyholeToDefaultPosition();
return true;
}
return false;
}
private void ReturnKeyholeToDefaultPosition()
{
TurnKeyhole(-returnSpeedKeyhole);
}
private void TryToTurnKeyhole()
{
if (LockCanTurn)
{
TurnKeyhole(turnSpeedKeyhole * openPressure);
if (KeyholeTurnValue <= 0 && LockpickIsInPosition)
OpenLock();
}
else
{
Shake();
}
}
private void PassValuesToEmissiveScript()
{
_lockEmissive.breakpointValue = Mathf.Clamp(breakTimeCounter / breakTime, 0, 1);
_lockEmissive.successValue = Mathf.Clamp(KeyholeTurnValue, 0, 1);
}
private bool LockpickIsInPosition =>
LockPickAngle < _lockAngle + _lockGive && LockPickAngle > _lockAngle - _lockGive;
private void Shake()
{
// If we are not already shaking, save the original rotations.
if (!isShaking)
{
if (audioPadlockJiggle && padlock1.activeSelf)
{
audioPadlockJiggle.PlayLoop();
}
else if (audioJiggle && !padlock1.activeSelf)
{
audioJiggle.PlayLoop();
audioJiggle2?.PlayLoop();
audioJiggle3?.PlayLoop();
}
preshakeKeyhole = KeyholeAngles;
preshakeLockpick = LockpickAngles;
isShaking = true;
}
// Check breakTimeCounter to stop shaking at the right time
breakTimeCounter += Time.deltaTime;
if (breakTimeCounter > breakTime)
{
StopShaking();
BreakLockpick();
return;
}
shakeTimer -= Time.deltaTime;
if (shakeTimer <= 0)
{
// Start with the current values
Vector3 newShakeKeyhole = preshakeKeyhole;
Vector3 newShakeLockpick = preshakeLockpick;
// Add some modification
newShakeKeyhole.z += Random.Range(-maxShake, maxShake);
newShakeLockpick.z += Random.Range(-maxShake, maxShake);
// Set the value + modification
SetKeyholeAngles(newShakeKeyhole);
SetLockpickAngles(newShakeLockpick);
// Reset the timer
shakeTimer = shakeTime;
}
}
private void StopShaking()
{
if (isShaking)
{
if (audioPadlockJiggle && padlock1.activeSelf)
{
audioPadlockJiggle.StopLoop();
}
else if (audioJiggle && !padlock1.activeSelf)
{
audioJiggle.StopLoop();
audioJiggle2?.StopLoop();
audioJiggle3?.StopLoop();
}
SetKeyholeAngles(preshakeKeyhole);
SetLockpickAngles(preshakeLockpick);
isShaking = false;
}
}
private void SetKeyholeAngles(Vector3 value)
{
keyhole.transform.localEulerAngles = value;
}
private void SetLockpickAngles(Vector3 value)
{
lockpickObject.transform.localEulerAngles = value;
}
private void BreakLockpick()
{
if (audioLockpickBreak)
{
audioLockpickBreak.PlayOnce();
}
breakCounter = breakPause; // Set so we can't do any actions for a short time
breakTimeCounter = 0f; // Reset the breakCounter
ResetLockpickPosition(); // Reset the lockpick position
lockpickAnimator.SetTrigger(_lockpickBreakTrigger); // Play the break animation
lockpickBroke.Invoke(); // Invoke this event in case other scripts are listening
if (audioLockpickEnter)
{
audioLockpickEnter.DelayPlay(1f);
}
}
/// <summary>
/// Call this when the lock is open successfully.
/// </summary>
public void OpenLock()
{
if (!_lockIsOpen)
{
if (audioOpen && !padlock1.activeSelf)
{
audioOpen.PlayOnce();
}
else if (audioPadlockOpen && padlock1.activeSelf)
{
audioPadlockOpen.PlayOnce();
}
// Only run this on the padlock 1
if (padlock1.activeSelf)
_padlockAnimator.SetTrigger(_openTrigger);
// Invoke the event for any other scripts that are listening
lockOpen.Invoke();
_lockIsOpen = true;
}
}
private void DoSqueekAudio(float speed)
{
if (audioSqueek)
{
if (squeekRate > 0)
{
squeekTimer -= Mathf.Abs(speed) * Time.deltaTime;
if (squeekTimer <= 0)
{
if (Random.Range(0, 100) < squeekChance)
{
audioSqueek.PlayAudioClip(Random.Range(squeekVolumeMin, squeekVolumeMax));
}
squeekTimer = squeekRate;
}
}
}
}
private float GetAngle(float eulerAngle)
{
float angle = eulerAngle;
angle %= 360;
if (angle > 180)
angle -= 360;
return angle;
}
private void TurnLockpick(float speed)
{
// If we are at or outside of our max range, return
if (LockPickAngle >= _pickAngleMax && speed > 0 || LockPickAngle <= _pickAngleMin && speed < 0)
return;
// Set the new angle
Vector3 newAngle = new Vector3(LockpickAngles.x, LockpickAngles.y,
LockpickAngles.z + speed * Time.deltaTime);
SetLockpickAngles(newAngle);
DoClickAudio(speed, newAngle);
}
private void DoClickAudio(float speed, Vector3 newAngle)
{
float angleMod = newAngle.z % clickRate;
float prevMod = _lockpickAnglePrev % clickRate;
if ((speed > 0 && angleMod < prevMod) || (speed < 0 && angleMod > prevMod))
{
audioTurnClick.PlayAudioClip(Random.Range(clickVolumeMin, clickVolumeMax));
}
_lockpickAnglePrev = newAngle.z;
}
private Vector3 LockpickAngles => lockpickObject.transform.localEulerAngles;
private void TurnKeyhole(float speed)
{
// If we are at or outside of our max range, return
if (KeyholeAngle >= _keyholeAngleMax && speed > 0 || KeyholeAngle <= _keyholeAngleDefault && speed < 0)
return;
// Set the new angle
SetKeyholeAngles(new Vector3(KeyholeAngles.x, KeyholeAngles.y, KeyholeAngles.z + speed * Time.deltaTime));
DoSqueekAudio(speed);
}
private Vector3 KeyholeAngles => keyhole.transform.localEulerAngles;
public float KeyholeTurnValue => (_keyholeAngleMax - KeyholeAngle) / (_keyholeAngleMax - _keyholeAngleDefault);
public void SetLock(float newLockAngle, float newLockGive, float newCloseDistance)
{
_lockAngle = newLockAngle;
_lockGive = newLockGive;
_closeDistance = newCloseDistance;
if (audioLockpickEnter)
{
audioLockpickEnter.DelayPlay(0.7f);
}
ResetLockpickPosition();
lockpickAnimator.SetTrigger(_lockpickInsertTrigger); // Play the animation
}
public void SetLock(float lockAngleMin, float lockAngleMax, float lockGiveMin,
float lockGiveMax, float closeDistanceMin, float closeDistanceMax)
{
SetLock(Random.Range(lockAngleMin, lockAngleMax),
Random.Range(lockGiveMin, lockGiveMax),
Random.Range(closeDistanceMin, closeDistanceMax));
}
public void ResetLock()
{
LockIsOpen = false;
SetLock(minLockAngle, maxLockAngle,
minGiveAmount, maxGiveAmount,
minCloseDistance, maxCloseDistance);
}
public void ResetLockpickPosition()
{
SetLockpickAngles(_pickAnglesDefault);
if (padlock1.activeSelf)
_padlockAnimator.SetTrigger(_closeTrigger);
}
public bool LockCanTurn =>
!(LockPickAngle < GetAngle(_lockAngle) - _lockGive - (_closeDistance * KeyholeTurnValue)) &&
!(LockPickAngle > GetAngle(_lockAngle) + _lockGive + (_closeDistance * KeyholeTurnValue));
}
}