b8ab71969a
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.
558 lines
18 KiB
C#
558 lines
18 KiB
C#
using UnityEditor;
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using UnityEngine;
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using UnityEngine.Events;
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/*
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* Thank you for using my Lockpicking asset! I hope it works great in your game. You can extend it to suit your game by
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* manipulating some of the code below. For instance, if your player can have a various level of "lockpicking" skill,
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* you may consider multiplying the value of lockGive by their skill, so that a higher skilled player would find it
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* easier to open a lock.
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*
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* Enjoy!
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*/
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namespace Lockpicking
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{
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//[ExecuteInEditMode]
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[RequireComponent(typeof(LockEmissive))]
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public class Cipher : MonoBehaviour
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{
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// Events
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UnityEvent lockOpen = new UnityEvent();
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[Header("Speed Settings")]
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[Tooltip("Maximum shake distance per shake change.")]
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[SerializeField] private float maxShake = 0.5f;
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[Tooltip("Amount of time between shake changes when shaking.")]
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[SerializeField] private float shakeTime = 0.1f;
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[Tooltip("Speed of the wheel when turning.")]
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public float turnSpeed = 180f;
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[Header("Lock Setup")]
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[Tooltip("Number of symbols on the wheel. Should be spaced evenly.")]
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public int symbolCount = 18;
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[Tooltip("How close do we have to be to perfectly aligned for the placement of a wheel to count?")]
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public float closeEnough = 3f;
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[Tooltip("If true, wheels will \"snap\" into a new random spot on setup. If false, they will rotate to those spots.")]
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public bool quickReset;
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[Tooltip("If true, the active wheel will be highlighted using the emissive map of the material.")]
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public bool highlightActiveWheel = true;
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[Tooltip("If true, wheels will move to the closest spot when the player stops input movement.")]
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public bool moveToClosestSpot;
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[Header("Lock Details")]
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[Tooltip("When true, the lock has been opened.")]
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public bool isOpen;
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[Tooltip("When true, the lock will reset itself on awake. Set this to false if you are choosing a specific combination.")]
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public bool resetOnAwake;
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[Header("Animation Trigger Strings")]
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public string openTrigger = "Open";
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public string closeTrigger = "Close";
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// Private animation hashes
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private int _openTrigger;
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private int _closeTrigger;
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// Audio Settings
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[Range(0f, 1f)] public float clickVolumeMin = 0.1f;
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[Range(0f, 1f)] public float clickVolumeMax = 0.4f;
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[Range(0f, 1f)] public float squeekVolumeMin = 0.1f;
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[Range(0f, 1f)] public float squeekVolumeMax = 0.4f;
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[Range(0, 100)] public int squeekChance = 50;
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[Range(0f, 15f)] public float squeekRate = 3.5f;
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// Private variables
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private int _activeWheel;
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public float[] unlockAngle; // All the unlock angles for each wheel
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public float[] startAngle; // All the starting angles for each wheel
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public float[] turnedDistance; // amount each wheel has been turned
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public float[] turnedDistancePrev; // amount each wheel has been turned
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public bool[] isMoving; // Records whether the wheels are moving
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public bool playAudioOnSetup = true;
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private bool isReady; // WHen true, player can interact
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private bool isShaking; // When true, the lock is shaking (trying to be opened but in the wrong combination)
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private Vector3 preshake; // Saves the pre-shake angles
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private float shakeTimer; // Counter for the shake Time
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private bool _visualizeSolution;
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private bool _visualizeStart;
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private float _speed;
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private float squeekTimer = 0f;
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private float getReadyPostReadyTimer = 0.3f;
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[Header("Plumbing")]
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public GameObject[] wheels;
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public LocksetAudio audioClick;
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public LocksetAudio audioSqueek;
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public LocksetAudio audioJiggle;
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public LocksetAudio audioJiggle2;
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public LocksetAudio audioJiggle3;
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public LocksetAudio audioOpen;
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private Animator animator;
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private LockEmissive lockEmissive;
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private LocksetAudio _locksetAudio;
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public int ActiveWheel => _activeWheel;
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public bool VisualizeSolution
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{
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get { return _visualizeSolution; }
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set
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{
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_visualizeSolution = value;
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}
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}
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public bool VisualizeStart
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{
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get { return _visualizeStart; }
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set
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{
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_visualizeStart = value;
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}
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}
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public float ActiveWheelStart
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{
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get { return startAngle[ActiveWheel]; }
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set { startAngle[ActiveWheel] = value; }
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}
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public float ActiveWheelSolution
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{
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get { return unlockAngle[ActiveWheel]; }
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set { unlockAngle[ActiveWheel] = value; }
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}
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void OnValidate()
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{
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#if UNITY_EDITOR
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if (unlockAngle.Length != wheels.Length )
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{
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Debug.Log("Updating Lengths");
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unlockAngle = new float[wheels.Length];
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startAngle = new float[wheels.Length];
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turnedDistance = new float[wheels.Length];
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isMoving = new bool[wheels.Length];
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}
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if (_visualizeSolution)
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SetRotationToSolution();
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else if (_visualizeStart)
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SetRotationToStart();
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else
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SetRotationToZero();
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for (int i = 0; i < wheels.Length; i++)
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{
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unlockAngle[i] = ClosestSpot(unlockAngle[i]);
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}
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#endif
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}
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public void EditorOnValidate()
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{
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#if UNITY_EDITOR
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EditorUtility.SetDirty(this);
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#endif
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OnValidate();
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}
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private void SetRotationToSolution()
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{
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for (int i = 0; i < wheels.Length; i++)
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{
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Vector3 eulerAngles = wheels[i].transform.localEulerAngles;
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eulerAngles.x = unlockAngle[i];
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wheels[i].transform.localEulerAngles = eulerAngles;
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}
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}
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private void SetRotationToStart()
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{
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for (int i = 0; i < wheels.Length; i++)
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{
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Vector3 eulerAngles = wheels[i].transform.localEulerAngles;
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eulerAngles.x = startAngle[i];
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wheels[i].transform.localEulerAngles = eulerAngles;
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}
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}
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private void SetRotationToZero()
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{
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for (int i = 0; i < wheels.Length; i++)
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{
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wheels[i].transform.localEulerAngles = new Vector3();
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}
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}
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void Awake()
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{
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squeekTimer = squeekRate;
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_locksetAudio = GetComponent<LocksetAudio>();
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animator = GetComponent<Animator>();
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lockEmissive = GetComponent<LockEmissive>();
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if (!highlightActiveWheel)
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lockEmissive.highlightRenderer = null;
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_openTrigger = Animator.StringToHash(openTrigger);
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_closeTrigger = Animator.StringToHash(closeTrigger);
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if (resetOnAwake)
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{
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ResetLock();
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}
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}
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public float DistanceLeft(int i)
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{
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if (turnedDistance.Length >= i + 1)
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{
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float left = (unlockAngle[i] - turnedDistance[i]);
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if (left < -350)
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left += 360;
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if (left > 350)
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left -= 360;
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return left;
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}
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return 9999;
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}
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void Update()
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{
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// Do actions to get ready, if we are not ready
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if (!isReady)
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{
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GetReady();
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if (playAudioOnSetup)
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DoAudio();
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return;
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}
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if (getReadyPostReadyTimer > 0)
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getReadyPostReadyTimer -= Time.deltaTime;
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if (moveToClosestSpot)
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MoveToClosestSpot();
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ResetMovement();
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if (highlightActiveWheel)
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{
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lockEmissive.SetHighlightRenderer(wheels[_activeWheel].GetComponent<Renderer>());
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}
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DoAudio();
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}
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private void DoAudio()
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{
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for (int i = 0; i < turnedDistance.Length; i++)
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{
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float turnSpeed = 0f;
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if (turnedDistance[i] != turnedDistancePrev[i])
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{
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if (getReadyPostReadyTimer <= 0 || playAudioOnSetup)
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{
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if (audioSqueek)
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{
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// Squeek
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if (squeekRate > 0)
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{
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squeekTimer -= Time.deltaTime;
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if (squeekTimer <= 0)
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{
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if (Random.Range(0, 100) < squeekChance)
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{
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audioSqueek.PlayAudioClip(Random.Range(squeekVolumeMin, squeekVolumeMax));
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}
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squeekTimer = squeekRate;
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}
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}
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}
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if (audioClick)
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{
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// Clicks
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turnSpeed = turnedDistance[i] - turnedDistancePrev[i];
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float turnedMod = turnedDistance[i] % (360 / symbolCount);
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float turnedModPrev = turnedDistancePrev[i] % (360 / symbolCount);
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if ((turnSpeed > 0 || turnSpeed < -350) && (turnedMod < turnedModPrev || turnedMod > 0 && turnedModPrev < 0))
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{
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audioClick.PlayAudioClip(Random.Range(clickVolumeMin, clickVolumeMax));
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}
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else if ((turnSpeed < 0 || turnSpeed > 350) && (turnedMod > turnedModPrev || turnedMod < 0 && turnedModPrev > 0))
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{
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audioClick.PlayAudioClip(Random.Range(clickVolumeMin, clickVolumeMax));
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}
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else if (turnedMod == 0)
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{
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audioClick.PlayAudioClip(Random.Range(clickVolumeMin, clickVolumeMax));
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}
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}
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}
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turnedDistancePrev[i] = turnedDistance[i];
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}
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}
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}
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public int NextWheelIndex => (_activeWheel + 1) < wheels.Length ? (_activeWheel + 1) : 0;
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public int PrevWheelIndex => (_activeWheel - 1) < 0 ? (wheels.Length - 1) : (_activeWheel - 1);
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public void SelectWheel(int value)
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{
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_activeWheel = value < wheels.Length && value >= 0 ? value : 0;
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}
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public void ResetMovement()
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{
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for (int i = 0; i < wheels.Length; i++)
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{
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isMoving[i] = false;
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}
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}
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public void MoveToClosestSpot()
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{
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for (int i = 0; i < wheels.Length; i++)
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{
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// Only run this if the wheel is not moving (i.e. being moved by the player)
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if (!isMoving[i])
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{
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if (turnedDistance[i] < 0)
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{
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turnedDistance[i] += 360;
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}
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/*
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float smallestDistance = 360f;
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float closestRotation = 0f;
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for (int d = 0; d < 360 / symbolCount; d++)
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{
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float diff = d * (360 / symbolCount);
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if (Mathf.Abs(Mathf.Abs(turnedDistance[i]) - diff) < smallestDistance)
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{
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smallestDistance = Mathf.Abs(Mathf.Abs(turnedDistance[i]) - diff);
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closestRotation = diff;
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}
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}
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MoveTowards(i, closestRotation);
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*/
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MoveTowards(i, ClosestSpot(Mathf.Abs(turnedDistance[i])));
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}
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}
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}
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private float ClosestSpot(float value)
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{
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float smallestDistance = 360f;
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float closestRotation = 0f;
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for (int d = -360; d < 360 / symbolCount; d++)
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{
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float diff = d * (360 / symbolCount);
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if (Mathf.Abs(value - diff) < smallestDistance)
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{
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smallestDistance = Mathf.Abs(value - diff);
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closestRotation = diff;
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}
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}
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return closestRotation;
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}
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public void TryOpen()
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{
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if (!isShaking)
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preshake = transform.localEulerAngles;
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if (!isOpen)
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{
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for (int i = 0; i < wheels.Length; i++)
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{
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if (Mathf.Abs(DistanceLeft(i)) > closeEnough)
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{
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Shake();
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return;
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}
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}
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isOpen = true;
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animator.SetTrigger(_openTrigger);
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audioOpen.PlayOnce();
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// Invoke the event for any other scripts that are listening
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lockOpen.Invoke();
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}
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}
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public void StopShaking()
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{
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transform.localEulerAngles = preshake;
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isShaking = false;
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if (audioJiggle)
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{
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audioJiggle.StopLoop();
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audioJiggle2?.StopLoop();
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audioJiggle3?.StopLoop();
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}
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}
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private void Shake()
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{
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if (!isShaking)
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isShaking = true;
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shakeTimer -= Time.deltaTime;
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if (shakeTimer <= 0)
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{
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// Start with the current values
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Vector3 newShake = preshake;
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// Add some modification
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//newShake.z += Random.Range(-maxShake, maxShake);
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newShake.x += Random.Range(-maxShake, maxShake);
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newShake.y += Random.Range(-maxShake, maxShake);
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// Set the value + modification
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transform.localEulerAngles = newShake;
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// Reset the timer
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shakeTimer = shakeTime;
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}
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if (audioJiggle)
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{
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audioJiggle.PlayLoop();
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audioJiggle2?.PlayLoop();
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audioJiggle3?.PlayLoop();
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}
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}
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public void GetReady()
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{
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int readyCount = 0;
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for (int i = 0; i < wheels.Length; i++)
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{
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int speed = 1;
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float distanceLeft = startAngle[i] - turnedDistance[i];
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if (_visualizeSolution)
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{
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distanceLeft = unlockAngle[i] - turnedDistance[i];
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}
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if (distanceLeft < 0)
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{
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speed = -1;
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}
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float turnAmount = speed * turnSpeed * Time.deltaTime;
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if (Mathf.Abs(distanceLeft) < Mathf.Abs(turnAmount))
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{
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turnAmount = distanceLeft;
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readyCount++;
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}
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if (quickReset || _visualizeSolution)
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{
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turnAmount = distanceLeft;
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readyCount++;
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}
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SetTurnedDistance(i, turnAmount);
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RotateWheel(wheels[i].transform, turnAmount);
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}
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if (readyCount == wheels.Length)
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isReady = true;
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}
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public void MoveActiveWheel(int speed)
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{
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MoveWheel(_activeWheel, speed);
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}
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public void MoveWheel(int i, int speed, float destination = 999f)
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{
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if (isReady)
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{
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isMoving[i] = true; // Mark this wheel as currently moving
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float turnAmount = speed * turnSpeed * Time.deltaTime;
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if (destination != 999)
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{
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if (Mathf.Abs(destination - turnedDistance[i]) < Mathf.Abs(turnAmount))
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{
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turnAmount = destination - turnedDistance[i];
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}
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}
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SetTurnedDistance(i, turnAmount);
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RotateWheel(wheels[i].transform, turnAmount);
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}
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}
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private void RotateWheel(Transform transform, float value)
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{
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transform.Rotate(value, 0.0f, 0.0f, Space.Self);
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}
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public void MoveTowards(int i, float closestRotation)
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{
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if (turnedDistance[i] > closestRotation)
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MoveWheel(i, -1, closestRotation);
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else
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MoveWheel(i, 1, closestRotation);
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}
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public void SetTurnedDistance(int i, float distance)
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{
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turnedDistance[i] += distance;
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if (turnedDistance[i] > 360)
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turnedDistance[i] -= 360;
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if (turnedDistance[i] < -360)
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turnedDistance[i] += 360;
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}
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public void ResetLock()
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{
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Debug.Log("ResetLock");
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isOpen = false;
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isReady = false;
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animator.SetTrigger(_closeTrigger);
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// Shuffle each wheel
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for (int i = 0; i < wheels.Length; i++)
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{
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unlockAngle[i] = RandomAngle;
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startAngle[i] = RandomAngle;
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}
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}
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private float RandomAngle => (Random.Range(0, symbolCount) * (360 / symbolCount) - 180);
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}
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} |