using Sandbox;
using Sandbox.Utility;
using Sandbox.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
namespace SimpleInteractions {
///
/// Simple interaction component
///
[Icon( "touch_app" )]
[Title( "Simple Interaction" )]
public class SimpleInteraction : Component
{
[Property]
public bool InteractionEnabled {get; set;} = true;
[Property, Title("Interaction Name")]
public string InteractionString {get; set;} = "Interact";
[Property]
public float InteractionDistance {get; set;} = 120f;
[Property, ToggleGroup("InteractionHold")]
public bool InteractionHold {get; set;} = false;
[Property, Group("InteractionHold")]
public float InteractionHoldDuration {get; set;} = 0.5f;
///
/// If not set, will try to find a collider on the same GameObject.
///
[Property, Title("Override collider")]
public Collider Collider { get; set; }
private GameObject CurrentPanel = null;
private TimeSince HoldTime = 0;
private bool Holding = false;
private bool HoldingInteractionHappened = false;
static protected GameObject InteractionPanelPrefab ;
protected override void OnStart()
{
InteractionPanelPrefab = GameObject.GetPrefab("InteractionsPanel.prefab");
Assert.True(InteractionPanelPrefab.IsValid(), $"No InteractionPanel prefab found for {this.GameObject.Name}!");
if (!Collider.IsValid()) {
Collider = this.GameObject.GetComponent();
Assert.True(Collider.IsValid(), $"No collider found for {this.GameObject.Name}!");
}
this.GameObject.Tags.Add("Interact");
}
protected override void OnUpdate()
{
if (!InteractionEnabled)
{
// Reset everything just in case
Holding = false;
HoldingInteractionHappened = false;
// Delete the Interaction panel otherwise it would just float there...
if (CurrentPanel.IsValid())
{
InteractionPanel panel = CurrentPanel.GetComponent();
if (panel.IsValid()) {
_ = DeletePanel();
}
}
return;
}
Ray ray = Scene.Camera.GameObject.Transform.World.ForwardRay;
var traces = Scene.Trace.Ray(ray, InteractionDistance)
.WithoutTags("IgnoreInteract")
.HitTriggers()
.RunAll();
// Gizmo.Draw.Line(tr.StartPosition, tr.EndPosition);
if (traces.Count() <= 0)
{
_ = DeletePanel();
// Force repressing use in case you looked away while holding down.
HoldingInteractionHappened = true;
return;
}
foreach (var tr in traces)
{
Collider HitCollider = tr.Shape.Collider as Collider;
// If it's a trigger and it doesn't have the interact tag, skip it.
// We can see through it.
if (HitCollider.IsTrigger && !HitCollider.GameObject.Tags.Has("Interact"))
{
continue;
} else if (!HitCollider.IsTrigger && !HitCollider.GameObject.Tags.Has("Interact"))
{
// Something is blocking the interaction.
_ = DeletePanel();
// Force repressing use in case you looked away while holding down.
HoldingInteractionHappened = true;
break;
}
Vector3 offset = Vector3.Zero;
if (HitCollider is BoxCollider)
{
offset = (HitCollider as BoxCollider).Center;
} else if (HitCollider is SphereCollider)
{
offset = new Vector3((HitCollider as SphereCollider).Center);
}
if (HitCollider == Collider)
{
Vector3 pos = new Vector3(offset.x, offset.y, - offset.z);
OnHover(HitCollider.GameObject.WorldPosition - pos);
break;
} else
{
_ = DeletePanel();
// Force repressing use in case you looked away while holding down.
HoldingInteractionHappened = true;
}
}
}
private void OnHover(Vector3 pos)
{
if (!CurrentPanel.IsValid())
{
CurrentPanel = InteractionPanelPrefab.Clone();
}
CurrentPanel.WorldPosition = pos;
// Flip the panel to face the camera
Rotation camRotation = Scene.Camera.WorldRotation;
Angles ang = camRotation.Angles();
ang.roll += 180;
ang.pitch += 180;
Rotation rot = ang.ToRotation();
CurrentPanel.WorldRotation = rot;
InteractionPanel panel = CurrentPanel.GetComponent();
panel.InteractionString = InteractionString;
panel.IsHoldInteraction = InteractionHold;
panel.ProgressionHold = 0;
if (!InteractionHold)
{
if (Input.Pressed("use"))
{
_ = panel.TriggerInteractAnimation();
OnInteract();
}
return;
}
if (!Input.Down("use"))
{
Holding = false;
HoldingInteractionHappened = false;
return;
}
// Interaction already happened. Player needs to release and press again.
if (HoldingInteractionHappened)
{
return;
}
if (Holding)
{
panel.ProgressionHold = Easing.QuadraticInOut(HoldTime / InteractionHoldDuration);
if (HoldTime >= InteractionHoldDuration)
{
HoldingInteractionHappened = true;
OnInteract();
}
} else
{
// Started holding.
Holding = true;
HoldTime = 0;
_ = panel.TriggerInteractAnimation();
}
}
async private Task DeletePanel()
{
if(!CurrentPanel.IsValid()) return;
CurrentPanel.GetComponent().Panel.Delete();
await Task.DelaySeconds( 0.1f );
CurrentPanel.Destroy();
}
[Rpc.Broadcast]
protected virtual void OnInteract()
{
Log.Error($"Interaction not implemented for {this.GameObject.Name}!");
}
}
}