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/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Demo
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{
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using Opsive.Shared.Events;
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using Opsive.UltimateCharacterController.Character.Abilities;
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using Opsive.UltimateCharacterController.Demo.Objects;
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using Opsive.UltimateCharacterController.Game;
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using Opsive.UltimateCharacterController.Utility;
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using UnityEngine;
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/// <summary>
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/// Disables or removes objects when the ride ability is active.
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/// </summary>
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public class RideDisabler : MonoBehaviour
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{
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[Tooltip("A reference to Blitz.")]
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[SerializeField] protected GameObject m_Blitz;
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[Tooltip("The doors that should be locked when the ride ability is active.")]
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[SerializeField] protected Door[] m_Doors;
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[Tooltip("The objects that should be deactivated when the ride ability is active.")]
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[SerializeField] protected GameObject[] m_Objects;
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private GameObject m_Nolan;
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private bool m_RideActive;
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private bool m_BlitzInTrigger;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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private void Awake()
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{
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var demoManager = FindObjectOfType<DemoManager>();
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m_Nolan = demoManager.Character;
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EventHandler.RegisterEvent<Ability, bool>(m_Nolan, "OnCharacterAbilityActive", OnAbilityActive);
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EventHandler.RegisterEvent<Transform>(m_Blitz, "OnCharacterChangeMovingPlatforms", OnCharacterChangeMovingPlatforms);
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}
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/// <summary>
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/// The character's ability has been started or stopped.
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/// </summary>
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/// <param name="ability">The ability which was started or stopped.</param>
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/// <param name="active">True if the ability was started, false if it was stopped.</param>
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private void OnAbilityActive(Ability ability, bool active)
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{
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if (!(ability is Ride)) {
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return;
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}
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// Lock the doors and disable the objects if the ride ability starts to restrict the locations that the rideable object can move.
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for (int i = 0; i < m_Doors.Length; ++i) {
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m_Doors[i].Locked = active;
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}
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for (int i = 0; i < m_Objects.Length; ++i) {
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m_Objects[i].SetActive(!active && !m_BlitzInTrigger);
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}
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m_RideActive = active;
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}
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/// <summary>
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/// The character's moving platform object has changed.
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/// </summary>
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/// <param name="movingPlatform">The moving platform to set. Can be null.</param>
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private void OnCharacterChangeMovingPlatforms(Transform movingPlatform)
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{
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for (int i = 0; i < m_Objects.Length; ++i) {
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m_Objects[i].SetActive(movingPlatform != null);
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}
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}
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/// <summary>
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/// An object has entered the trigger.
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/// </summary>
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/// <param name="other">The object that entered the trigger.</param>
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private void OnTriggerEnter(Collider other)
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{
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// A main character collider is required.
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if (!MathUtility.InLayerMask(other.gameObject.layer, 1 << LayerManager.Character)) {
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return;
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}
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var characterLocomotion = other.gameObject.GetComponentInParent<UltimateCharacterController.Character.UltimateCharacterLocomotion>();
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if (characterLocomotion == null) {
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return;
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}
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if (characterLocomotion.gameObject != m_Blitz) {
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return;
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}
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// The objects should not be activated when Blitz is in the trigger.
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m_BlitzInTrigger = true;
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}
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/// <summary>
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/// An object has exited the trigger.
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/// </summary>
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/// <param name="other">The collider that exited the trigger.</param>
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private void OnTriggerExit(Collider other)
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{
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// No actions are required if Blitz isn't in the trigger.
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if (!m_BlitzInTrigger) {
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return;
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}
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// A main character collider is required.
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if (!MathUtility.InLayerMask(other.gameObject.layer, 1 << LayerManager.Character)) {
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return;
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}
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var characterLocomotion = other.gameObject.GetComponentInParent<UltimateCharacterController.Character.UltimateCharacterLocomotion>();
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if (characterLocomotion == null) {
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return;
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}
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if (characterLocomotion.gameObject != m_Blitz) {
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return;
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}
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// Blitz is no longer in the trigger - reactivate the objects.
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m_BlitzInTrigger = false;
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for (int i = 0; i < m_Objects.Length; ++i) {
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m_Objects[i].SetActive(!m_RideActive && !m_BlitzInTrigger);
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}
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}
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/// <summary>
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/// The object has been destroyed.
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/// </summary>
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private void OnDestroy()
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{
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EventHandler.UnregisterEvent<Ability, bool>(m_Nolan, "OnCharacterAbilityActive", OnAbilityActive);
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EventHandler.UnregisterEvent<Transform>(m_Blitz, "OnCharacterChangeMovingPlatforms", OnCharacterChangeMovingPlatforms);
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}
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}
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}
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