056fbbc58b
Fixed the missing textures I assume I deleted, fixed the missing color forms in the character menu and the doubled hairs.
183 lines
4.2 KiB
C#
183 lines
4.2 KiB
C#
using UnityEngine;
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using RPGCreationKit.Player;
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using RPGCreationKit.CellsSystem;
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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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public string LockpickItemID;
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[Space(5)]
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[Header("Book References")]
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public GameObject backgroundUI;
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public GameObject lockpickingUI;
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public RectTransform PickSprite;
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[Space(5)]
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[Header("Audio")]
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public AudioSource audioSource;
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[Space(5)]
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public AudioClip pickAttempt;
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public AudioClip pickBroke;
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public AudioClip pickSuccess;
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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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if (_door.lockLevel == DoorLockLevel.Impossible) return;
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if (!Inventory.PlayerInventory.HasItem(LockpickItemID)) return;
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shouldDisableControls = _shouldDisableControls;
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curDoor = _door;
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angle = 0f;
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target = UnityEngine.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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backgroundUI.SetActive(true);
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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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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((UnityEngine.Random.Range(-distance, distance) / 90f) * 10f, -10, 10));
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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) 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, -90, 90);
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PickSprite.rotation = Quaternion.Euler(0, 0, angle);
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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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curDoor.UnlockDoor();
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if (audioSource != null)
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audioSource.PlayOneShot(pickBroke);
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StopPicking();
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return;
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}
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if (durability <= 0)
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{
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Inventory.PlayerInventory.RemoveItem(LockpickItemID, 1);
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if (audioSource != null)
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audioSource.PlayOneShot(pickBroke);
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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 StopPicking()
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{
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backgroundUI.SetActive(false);
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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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