Files
BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/ThirdPersonController/Items/ThirdPersonPerspectiveItem.cs
Scove 3e39117acc Consolidate third-party plugins into Assets/Plugins
Move and consolidate many third-party plugin files and metadata from various locations (notably Assets/Third Parties/Plugins 1 and scattered Opsive/Photon folders) into a unified Assets/Plugins directory. Includes DOTween, PrimeTween, Native/BackroomsNoise, Sirenix/Odin Inspector, and Opsive UltimateCharacterController/shared libs, plus updates to several .meta files and removal of obsolete installer/legacy files. This standardizes plugin layout and cleans up duplicate/obsolete assets.
2026-06-16 18:41:44 +07:00

244 lines
11 KiB
C#

/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.ThirdPersonController.Items
{
using Opsive.Shared.Events;
using Opsive.Shared.Game;
using Opsive.Shared.Utility;
using Opsive.UltimateCharacterController.Character;
using Opsive.UltimateCharacterController.Items;
using UnityEngine;
/// <summary>
/// Component which represents the item object actually rendererd.
/// </summary>
public class ThirdPersonPerspectiveItem : PerspectiveItem
{
[Tooltip("Should the Object object be spawned based on the character's humanoid bone?")]
[SerializeField] protected bool m_UseParentHumanoidBone = true;
[Tooltip("If using the humanoid bone, specifies which bone to use.")]
[SerializeField] protected HumanBodyBones m_ParentHumanoidBone = HumanBodyBones.RightHand;
[Tooltip("The location of the non-dominant hand which should be placed by the IK implementation.")]
[SerializeField] protected Transform m_NonDominantHandIKTarget;
[Tooltip("The location of the non-dominant hand hint which should be placed by the IK implementation.")]
[SerializeField] protected Transform m_NonDominantHandIKTargetHint;
[Tooltip("The transform that the item should be holstered to when unequipped.")]
[SerializeField] protected Transform m_HolsterTarget;
[Tooltip("The ID of the ObjectIdentifier component that the item should be holstered to when unequipped. This id will be used when holster target is null and the the ID is -1.")]
[SerializeField] protected int m_HolsterID = -1;
[NonSerialized] public Transform NonDominantHandIKTarget { get { return m_NonDominantHandIKTarget; } set { m_NonDominantHandIKTarget = value; } }
[NonSerialized] public Transform NonDominantHandIKTargetHint { get { return m_NonDominantHandIKTargetHint; } set { m_NonDominantHandIKTargetHint = value; } }
[NonSerialized] public Transform HolsterTarget { get { return m_HolsterTarget; } set { m_HolsterTarget = value; } }
private CharacterIKBase m_CharacterIK;
private Transform m_ParentBone;
private Transform m_ObjectTransform;
private Transform m_StartParentTransform;
private Vector3 m_StartLocalPosition;
private Quaternion m_StartLocalRotation;
private bool m_PickedUp;
public override bool FirstPersonItem { get { return false; } }
/// <summary>
/// Initialize the perspective item.
/// </summary>
/// <param name="character">The character GameObject that the item is parented to.</param>
/// <returns>True if the item was initialized successfully.</returns>
public override bool Initialize(GameObject character)
{
if (!base.Initialize(character)) {
return false;
}
m_CharacterIK = m_Character.GetCachedComponent<CharacterIKBase>();
if (m_Object != null) {
m_ObjectTransform = m_Object.transform;
m_StartParentTransform = m_ObjectTransform.parent; // Represents the Items GameObject.
m_StartLocalPosition = m_ObjectTransform.localPosition;
m_StartLocalRotation = m_ObjectTransform.localRotation;
m_ParentBone = m_StartParentTransform.parent; // Represents the bone that the item is equipped to.
}
// If the holster ID isn't -1 then the HolsterTarget reference will contain the Transform that the item should be attached to.
if (m_HolsterTarget == null && m_HolsterID != -1) {
var objectIDs = m_Character.GetComponentsInChildren<Objects.ObjectIdentifier>();
for (int i = 0; i < objectIDs.Length; ++i) {
if (m_HolsterID == objectIDs[i].ID) {
m_HolsterTarget = objectIDs[i].transform;
break;
}
}
}
if (m_HolsterTarget != null) {
// The holster target will be enabled when the item is picked up.
m_HolsterTarget.gameObject.SetActive(false);
}
EventHandler.RegisterEvent<Vector3, Vector3, GameObject>(m_Character, "OnDeath", OnDeath);
EventHandler.RegisterEvent(m_Character, "OnRespawn", OnRespawn);
return true;
}
/// <summary>
/// Returns the parent that the VisibleItem object should spawn at.
/// </summary>
/// <param name="character">The character that the item should spawn under.</param>
/// <param name="slotID">The character slot that the VisibleItem object should spawn under.</param>
/// <param name="parentToItemSlotID">Should the object be parented to the item slot ID?</param>
/// <returns>The parent that the VisibleItem object should spawn at.</returns>
protected override Transform GetSpawnParent(GameObject character, int slotID, bool parentToItemSlotID)
{
Transform parent = null;
// If using a humanoid bone then use the character's Animator to find the bone and then get the ItemPlacement component from that bone.
if (m_UseParentHumanoidBone) {
var characterAnimator = character.GetCachedComponent<Animator>();
if (characterAnimator != null) {
parent = characterAnimator.GetBoneTransform(m_ParentHumanoidBone);
if (parent != null) {
var itemSlot = parent.GetComponentInChildren<ItemSlot>(true);
if (itemSlot != null) {
parent = itemSlot.transform;
}
}
}
}
// Fallback to using the ItemSlot ID.
if (parent == null) {
var itemSlots = character.GetComponentsInChildren<ItemSlot>(true);
for (int i = 0; i < itemSlots.Length; ++i) {
if (itemSlots[i].ID == slotID) {
parent = itemSlots[i].transform;
break;
}
}
}
return parent;
}
/// <summary>
/// Is the VisibleItem active?
/// </summary>
/// <returns>True if the VisibleItem is active.</param>
public override bool IsActive()
{
// If a holster target is specified then the VisibleItem will never completely deactivate. Determine if it is active by the Transform parent.
if (m_HolsterTarget != null) {
return m_ObjectTransform.parent == m_StartParentTransform;
} else {
if (m_Object == null) {
return m_Item.VisibleObjectActive;
}
return base.IsActive();
}
}
/// <summary>
/// Activates or deactivates the VisibleItem.
/// </summary>
/// <param name="active">Should the VisibleItem be activated?</param>
public override void SetActive(bool active)
{
// If a holster target is specified then deactivating the VisibleItem will mean setting the parent transform of the object to that holster target.
if (m_HolsterTarget != null) {
if (active) {
m_ObjectTransform.parent = m_StartParentTransform;
m_ObjectTransform.localPosition = m_StartLocalPosition;
m_ObjectTransform.localRotation = m_StartLocalRotation;
} else {
m_ObjectTransform.parent = m_HolsterTarget;
m_ObjectTransform.localPosition = Vector3.zero;
m_ObjectTransform.localRotation = Quaternion.identity;
}
} else if (m_Object != null) {
// Allow the base object to activate or deactivate the actual object.
base.SetActive(active);
}
// When the item activates or deactivates it should specify the IK target of the non-dominant hand (if any).
if (m_CharacterIK != null) {
m_CharacterIK.SetItemIKTargets(active ? m_ObjectTransform : null, m_ParentBone, active ? m_NonDominantHandIKTarget : null, active ? m_NonDominantHandIKTargetHint : null);
}
}
/// <summary>
/// The VisibleItem has been picked up by the character.
/// </summary>
public override void Pickup()
{
base.Pickup();
m_PickedUp = true;
// The object should always be active if it is holstered.
if (m_HolsterTarget != null) {
m_Object.SetActive(true);
// The holster target will be disabled until the character picks up the item.
m_HolsterTarget.gameObject.SetActive(true);
}
}
/// <summary>
/// The item has been removed.
/// </summary>
public override void Remove()
{
base.Remove();
m_PickedUp = false;
// The object should always be active if it is holstered.
if (m_HolsterTarget != null) {
m_HolsterTarget.gameObject.SetActive(false);
}
}
/// <summary>
/// The character has died.
/// </summary>
/// <param name="position">The position of the force.</param>
/// <param name="force">The amount of force which killed the character.</param>
/// <param name="attacker">The GameObject that killed the character.</param>
private void OnDeath(Vector3 position, Vector3 force, GameObject attacker)
{
// When the character dies disable the holster. Do not disable the item's object because that may not be activated again
// when the character respawns, whereas the holster target should always be activated since it's an empty GameObject.
if (m_HolsterTarget != null && m_PickedUp) {
m_HolsterTarget.gameObject.SetActive(false);
}
}
/// <summary>
/// The character has respawned.
/// </summary>
private void OnRespawn()
{
if (m_HolsterTarget != null && m_PickedUp) {
m_HolsterTarget.gameObject.SetActive(true);
}
}
/// <summary>
/// Called when the item is destroyed.
/// </summary>
private void OnDestroy()
{
if (m_Character == null) {
return;
}
EventHandler.UnregisterEvent<Vector3, Vector3, GameObject>(m_Character, "OnDeath", OnDeath);
EventHandler.UnregisterEvent(m_Character, "OnRespawn", OnRespawn);
}
}
}