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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.UI
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{
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using Opsive.Shared.Events;
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using Opsive.UltimateCharacterController.Character;
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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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using UnityEngine.UI;
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/// <summary>
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/// Abstract class which manages the UI for the demo zones.
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/// </summary>
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public abstract class UIZone : MonoBehaviour
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{
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[Tooltip("A reference to the UI parent GameObject.")]
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[SerializeField] protected GameObject m_UIParent;
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[Tooltip("A reference to the buttons that correspond to the InputTypes. These buttons must be in the same order as the enum.")]
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[SerializeField] protected Image[] m_ButtonImages;
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protected Color m_NormalColor;
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protected Color m_PressedColor;
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protected Button[] m_Buttons;
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protected GameObject m_ActiveCharacter;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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protected virtual void Awake()
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{
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m_Buttons = new Button[m_ButtonImages.Length];
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var firstIndex = -1;
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for (int i = 0; i < m_Buttons.Length; ++i) {
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if (m_ButtonImages[i] == null) {
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continue;
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}
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if (firstIndex == -1) {
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firstIndex = i;
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}
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m_Buttons[i] = m_ButtonImages[i].GetComponent<Button>();
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}
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m_NormalColor = m_Buttons[firstIndex].colors.normalColor;
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m_PressedColor = m_Buttons[firstIndex].colors.pressedColor;
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m_UIParent.SetActive(false);
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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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// If the active character GameObject isn't null then the character is already within the trigger (and may just be activated again).
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if (m_ActiveCharacter != null || !MathUtility.InLayerMask(other.gameObject.layer, 1 << LayerManager.Character)) {
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return;
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}
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var characterLocomotion = other.GetComponentInParent<UltimateCharacterLocomotion>();
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if (characterLocomotion == null) {
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return;
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}
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// The other collider is the main character.
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m_ActiveCharacter = characterLocomotion.gameObject;
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// The subclass can handle initializing the character.
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CharacterEnter(characterLocomotion);
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// Enable the UI that is specific for the zone.
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m_UIParent.SetActive(true);
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EventHandler.ExecuteEvent(m_ActiveCharacter, "OnCharacterEnterUIZone", true);
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}
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/// <summary>
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/// The character has entered from the zone.
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/// </summary>
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/// <param name="characterLocomotion">The character that entered the zone.</param>
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protected virtual void CharacterEnter(UltimateCharacterLocomotion characterLocomotion) { }
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/// <summary>
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/// Enables the input after a button has been selected.
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/// </summary>
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protected void EnableInput()
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{
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if (m_ActiveCharacter == null) {
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return;
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}
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// Give control back to the player and lock the cursor after a selection. It can be unlocked again by pressing escape.
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EventHandler.ExecuteEvent(m_ActiveCharacter, "OnEnableGameplayInput", true);
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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/// <summary>
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/// Sets the UI button color.
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/// </summary>
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/// <param name="index">The index of the button to set.</param>
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/// <param name="color">The color of the button.</param>
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protected void SetButtonColor(int index, Color color)
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{
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m_ButtonImages[index].color = color;
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var buttonColors = m_Buttons[index].colors;
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buttonColors.normalColor = color;
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m_Buttons[index].colors = buttonColors;
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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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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.GetComponentInParent<UltimateCharacterLocomotion>();
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if (characterLocomotion == null) {
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return;
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}
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// The subclass can handle resetting the states.
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CharacterExit(characterLocomotion);
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// Reset the UI and active character.
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m_UIParent.SetActive(false);
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EventHandler.ExecuteEvent(m_ActiveCharacter, "OnCharacterEnterUIZone", false);
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m_ActiveCharacter = null;
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}
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/// <summary>
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/// The character has exited from the zone.
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/// </summary>
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/// <param name="characterLocomotion">The character that exited the zone.</param>
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protected virtual void CharacterExit(UltimateCharacterLocomotion characterLocomotion) { }
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}
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}
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