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313 lines
12 KiB
C#

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