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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.Character.MovementTypes;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Monitors the text components which show the active perspective and movement type.
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/// </summary>
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public class CharacterStatusMonitor : MonoBehaviour
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{
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[Tooltip("A reference to the perspective UI text.")]
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[SerializeField] protected Text m_PerspectiveText;
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[Tooltip("A reference to the movement type UI text.")]
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[SerializeField] protected Text m_MovementTypeText;
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private UltimateCharacterLocomotion m_CharacterLocomotion;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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private void Start()
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{
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var camera = Utility.UnityEngineUtility.FindCamera(null);
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var character = camera.GetComponent<UltimateCharacterController.Camera.CameraController>().Character;
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m_CharacterLocomotion = character.GetComponent<UltimateCharacterLocomotion>();
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m_PerspectiveText.text = GetPerspectiveText();
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m_PerspectiveText.enabled = true;
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m_MovementTypeText.text = GetMovementTypeText();
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m_MovementTypeText.enabled = true;
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EventHandler.RegisterEvent<MovementType, bool>(character, "OnCharacterChangeMovementType", OnMovementTypeChanged);
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}
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/// <summary>
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/// Returns the perspective text.
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/// </summary>
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/// <returns>The perspective text.</returns>
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private string GetPerspectiveText()
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{
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return m_CharacterLocomotion.FirstPersonPerspective ? "FIRST PERSON" : "THIRD PERSON";
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}
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/// <summary>
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/// Returns the movement type text.
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/// </summary>
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/// <returns>The movement type text.</returns>
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private string GetMovementTypeText()
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{
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var movementType = m_CharacterLocomotion.ActiveMovementType.GetType().Name.ToUpper();
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if (movementType == "PSEUDO3D") {
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return "2.5D";
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}
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return movementType;
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}
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/// <summary>
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/// The movement type has changed - update the UI.
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/// </summary>
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/// <param name="movementType">The movement type that was changed.</param>
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/// <param name="activated">Was the specified movement type activated?</param>
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private void OnMovementTypeChanged(MovementType movementType, bool activated)
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{
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if (!activated || m_CharacterLocomotion == null) {
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return;
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}
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m_PerspectiveText.text = GetPerspectiveText();
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m_MovementTypeText.text = GetMovementTypeText();
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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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if (m_CharacterLocomotion != null) {
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EventHandler.UnregisterEvent<MovementType, bool>(m_CharacterLocomotion.gameObject, "OnCharacterChangeMovementType", OnMovementTypeChanged);
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}
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}
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}
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}
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