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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using RootMotion.FinalIK;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// When a character with an InteractionSystem component enters the trigger collider of this game object, this component will register itself to the InteractionSystem.
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/// The InteractionSystem can then use it to find the most appropriate InteractionObject and effectors to interact with.
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/// Use InteractionSystem.GetClosestTriggerIndex() and InteractionSystem.TriggerInteration() to trigger the interactions that the character is in contact with.
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/// </summary>
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[HelpURL("https://www.youtube.com/watch?v=-TDZpNjt2mk&index=15&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6")]
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[AddComponentMenu("Scripts/RootMotion.FinalIK/Interaction System/Interaction Trigger")]
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public class InteractionTrigger: MonoBehaviour {
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// Open the User Manual URL
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[ContextMenu("User Manual")]
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void OpenUserManual()
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{
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Application.OpenURL("http://www.root-motion.com/finalikdox/html/page10.html");
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}
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// Open the Script Reference URL
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[ContextMenu("Scrpt Reference")]
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void OpenScriptReference()
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{
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Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_trigger.html");
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}
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// Open a video tutorial video
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[ContextMenu("TUTORIAL VIDEO")]
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void OpenTutorial4() {
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Application.OpenURL("https://www.youtube.com/watch?v=-TDZpNjt2mk&index=15&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
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}
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// Link to the Final IK Google Group
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[ContextMenu("Support Group")]
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void SupportGroup() {
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Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik");
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}
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// Link to the Final IK Asset Store thread in the Unity Community
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[ContextMenu("Asset Store Thread")]
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void ASThread() {
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Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/");
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}
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/// <summary>
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/// Defines the valid range of the character's position and rotation relative to this trigger.
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/// </summary>
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[System.Serializable]
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public class CharacterPosition {
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/// <summary>
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/// If false, will not care where the character stands, as long as it is in contact with the trigger collider.
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/// </summary>
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[Tooltip("If false, will not care where the character stands, as long as it is in contact with the trigger collider.")]
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public bool use;
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/// <summary>
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/// The offset of the character's position relative to the trigger in XZ plane. Y position of the character is unlimited as long as it is contact with the collider.
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/// </summary>
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[Tooltip("The offset of the character's position relative to the trigger in XZ plane. Y position of the character is unlimited as long as it is contact with the collider.")]
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public Vector2 offset;
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/// <summary>
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/// Angle offset from the default forward direction..
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/// </summary>
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[Tooltip("Angle offset from the default forward direction.")]
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[Range(-180f, 180f)] public float angleOffset;
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/// <summary>
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/// Max angular offset of the character's forward from the direction of this trigger.
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/// </summary>
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[Tooltip("Max angular offset of the character's forward from the direction of this trigger.")]
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[Range(0f, 180f)] public float maxAngle = 45f;
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/// <summary>
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/// Max offset of the character's position from this range's center.
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/// </summary>
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[Tooltip("Max offset of the character's position from this range's center.")]
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public float radius = 0.5f;
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/// <summary>
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/// If true, will rotate the trigger around its Y axis relative to the position of the character, so the object can be interacted with from all sides.
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/// </summary>
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[Tooltip("If true, will rotate the trigger around its Y axis relative to the position of the character, so the object can be interacted with from all sides.")]
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public bool orbit;
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/// <summary>
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/// Fixes the Y axis of the trigger to Vector3.up. This makes the trigger symmetrical relative to the object.
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/// For example a gun will be able to be picked up from the same direction relative to the barrel no matter which side the gun is resting on.
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/// </summary>
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[Tooltip("Fixes the Y axis of the trigger to Vector3.up. This makes the trigger symmetrical relative to the object. For example a gun will be able to be picked up from the same direction relative to the barrel no matter which side the gun is resting on.")]
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public bool fixYAxis;
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// Returns the 2D offset as 3D vector.
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public Vector3 offset3D { get { return new Vector3(offset.x, 0f, offset.y); }}
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// Returns the default direction of this character position in world space.
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public Vector3 direction3D {
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get {
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return Quaternion.AngleAxis(angleOffset, Vector3.up) * Vector3.forward;
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}
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}
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// Is the character in range with this character position?
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public bool IsInRange(Transform character, Transform trigger, out float error) {
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// Do not use this character position, trigger is still valid
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error = 0f;
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if (!use) return true;
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// Invalid character position conditions
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error = 180f;
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if (radius <= 0f) return false;
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if (maxAngle <= 0f) return false;
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Vector3 forward = trigger.forward;
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if (fixYAxis) forward.y = 0f;
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if (forward == Vector3.zero) return false; // Singularity
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Vector3 up = (fixYAxis? Vector3.up: trigger.up);
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Quaternion triggerRotation = Quaternion.LookRotation(forward, up);
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Vector3 position = trigger.position + triggerRotation * offset3D;
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Vector3 origin = orbit? trigger.position: position;
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Vector3 toCharacter = character.position - origin;
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Vector3.OrthoNormalize(ref up, ref toCharacter);
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toCharacter *= Vector3.Project(character.position - origin, toCharacter).magnitude;
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if (orbit) {
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float mag = offset.magnitude;
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float dist = toCharacter.magnitude;
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if (dist < mag - radius || dist > mag + radius) return false;
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} else {
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if (toCharacter.magnitude > radius) return false;
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}
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Vector3 d = triggerRotation * direction3D;
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Vector3.OrthoNormalize(ref up, ref d);
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if (orbit) {
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Vector3 toPosition = position - trigger.position;
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if (toPosition == Vector3.zero) toPosition = Vector3.forward;
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Quaternion r = Quaternion.LookRotation(toPosition, up);
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toCharacter = Quaternion.Inverse(r) * toCharacter;
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float a = Mathf.Atan2(toCharacter.x, toCharacter.z) * Mathf.Rad2Deg;
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d = Quaternion.AngleAxis(a, up) * d;
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}
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float angle = Vector3.Angle(d, character.forward);
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if (angle > maxAngle) return false;
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error = (angle / maxAngle) * 180f;
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return true;
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}
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}
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/// <summary>
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/// Defines the valid range of the camera's position relative to this trigger.
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/// </summary>
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[System.Serializable]
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public class CameraPosition {
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/// <summary>
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/// What the camera should be looking at to trigger the interaction?
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/// </summary>
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[Tooltip("What the camera should be looking at to trigger the interaction? If null, this camera position will not be used.")]
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public Collider lookAtTarget;
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/// <summary>
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/// The direction from the lookAtTarget towards the camera (in lookAtTarget's space).
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/// </summary>
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[Tooltip("The direction from the lookAtTarget towards the camera (in lookAtTarget's space).")]
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public Vector3 direction = -Vector3.forward;
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/// <summary>
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/// Max distance from the lookAtTarget to the camera.
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/// </summary>
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[Tooltip("Max distance from the lookAtTarget to the camera.")]
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public float maxDistance = 0.5f;
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/// <summary>
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/// Max angle between the direction and the direction towards the camera.
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/// </summary>
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[Tooltip("Max angle between the direction and the direction towards the camera.")]
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[Range(0f, 180f)] public float maxAngle = 45f;
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/// <summary>
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/// Fixes the Y axis of the trigger to Vector3.up. This makes the trigger symmetrical relative to the object.
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/// </summary>
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[Tooltip("Fixes the Y axis of the trigger to Vector3.up. This makes the trigger symmetrical relative to the object.")]
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public bool fixYAxis;
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// Returns the rotation space of this CameraPosition.
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public Quaternion GetRotation() {
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Vector3 forward = lookAtTarget.transform.forward;
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if (fixYAxis) forward.y = 0f;
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if (forward == Vector3.zero) return Quaternion.identity; // Singularity
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Vector3 up = (fixYAxis? Vector3.up: lookAtTarget.transform.up);
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return Quaternion.LookRotation(forward, up);
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}
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// Is the camera raycast hit in range of this CameraPosition?
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public bool IsInRange(Transform raycastFrom, RaycastHit hit, Transform trigger, out float error) {
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// Not using the CameraPosition
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error = 0f;
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if (lookAtTarget == null) return true;
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// Not in range conditions
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error = 180f;
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if (raycastFrom == null) return false;
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if (hit.collider != lookAtTarget) return false;
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if (hit.distance > maxDistance) return false;
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if (direction == Vector3.zero) return false;
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if (maxDistance <= 0f) return false;
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if (maxAngle <= 0f) return false;
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Vector3 d = GetRotation() * direction;
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float a = Vector3.Angle(raycastFrom.position - hit.point, d);
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if (a > maxAngle) return false;
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error = (a / maxAngle) * 180f;
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return true;
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}
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}
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/// <summary>
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/// Defines the valid range of the character's and/or its camera's position for one or multiple interactions.
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/// </summary>
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[System.Serializable]
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public class Range {
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[HideInInspector] public string name; // Name is composed automatically by InteractionTriggerInspector.cs. Editor only.
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[HideInInspector] public bool show = true; // Show this range in the Scene view? Editor only.
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/// <summary>
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/// Defines the interaction object and effectors that will be triggered when calling InteractionSystem.TriggerInteraction().
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/// </summary>
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[System.Serializable]
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public class Interaction {
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/// <summary>
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/// The InteractionObject to interact with.
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/// </summary>
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[Tooltip("The InteractionObject to interact with.")]
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public InteractionObject interactionObject;
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/// <summary>
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/// The effectors to interact with.
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/// </summary>
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[Tooltip("The effectors to interact with.")]
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public FullBodyBipedEffector[] effectors;
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}
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/// <summary>
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/// The range for the character's position and rotation.
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/// </summary>
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[Tooltip("The range for the character's position and rotation.")]
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public CharacterPosition characterPosition;
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/// <summary>
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/// The range for the character camera's position and rotation.
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/// </summary>
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[Tooltip("The range for the character camera's position and rotation.")]
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public CameraPosition cameraPosition;
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/// <summary>
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/// Definitions of the interactions associated with this range.
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/// </summary>
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[Tooltip("Definitions of the interactions associated with this range.")]
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public Interaction[] interactions;
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public bool IsInRange(Transform character, Transform raycastFrom, RaycastHit raycastHit, Transform trigger, out float maxError) {
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maxError = 0f;
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float characterError = 0f;
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float cameraError = 0f;
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if (!characterPosition.IsInRange(character, trigger, out characterError)) return false;
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if (!cameraPosition.IsInRange(raycastFrom, raycastHit, trigger, out cameraError)) return false;
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maxError = Mathf.Max(characterError, cameraError);
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return true;
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}
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}
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/// <summary>
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/// The valid ranges of the character's and/or its camera's position for triggering interaction when the character is in contact with the collider of this trigger.
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/// </summary>
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[Tooltip("The valid ranges of the character's and/or its camera's position for triggering interaction when the character is in contact with the collider of this trigger.")]
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public Range[] ranges = new Range[0];
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// Returns the index of the ranges that is best fit for the current position/rotation of the character and its camera.
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public int GetBestRangeIndex(Transform character, Transform raycastFrom, RaycastHit raycastHit) {
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if (GetComponent<Collider>() == null) {
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Warning.Log("Using the InteractionTrigger requires a Collider component.", transform);
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return -1;
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}
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int bestRangeIndex = -1;
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float smallestError = 180f;
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float error = 0f;
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for (int i = 0; i < ranges.Length; i++) {
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if (ranges[i].IsInRange(character, raycastFrom, raycastHit, transform, out error)) {
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if (error <= smallestError) {
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smallestError = error;
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bestRangeIndex = i;
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}
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}
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}
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return bestRangeIndex;
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}
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}
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}
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