refactor (button) : change the script of the wall button, and ad it in the dev room
This commit is contained in:
@@ -1,4 +1,3 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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@@ -7,23 +6,31 @@ using UnityEngine.InputSystem;
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public class WallInteractButton : MonoBehaviour
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{
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[Header("Interaction")]
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[Tooltip("Optional Input Action. If empty, fallback key will be used.")]
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[SerializeField] private InputActionReference interactAction;
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[Tooltip("Used only if no Input Action is assigned.")]
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[SerializeField] private Key fallbackKey = Key.E;
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[Tooltip("Key the player must press to interact (keyboard fallback).")]
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[SerializeField] private Key interactKey = Key.E;
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[Tooltip("If true, the button can only be triggered once.")]
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[SerializeField] private bool oneShot = false;
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[Header("Prompt")]
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[SerializeField] private TMP_Text promptText;
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[SerializeField] private string promptMessage = "Press E to interact";
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[Header("Physical Press")]
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[Tooltip("Transform that moves to simulate a physical press (optional).")]
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[SerializeField] private Transform buttonMesh;
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[Tooltip("How far the button moves when pressed.")]
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[SerializeField] private float pressDepth = 0.05f;
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[Tooltip("Speed of the press/release animation.")]
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[SerializeField] private float pressSpeed = 10f;
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[Header("Events")]
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public UnityEvent OnInteract;
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private bool m_playerInRange;
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private bool m_hasInteracted;
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private bool m_used;
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private Vector3 m_buttonRestPos;
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private Vector3 m_buttonPressedPos;
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private bool m_isVisuallyPressed;
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private void Reset()
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{
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@@ -31,79 +38,99 @@ public class WallInteractButton : MonoBehaviour
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col.isTrigger = true;
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}
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private void OnEnable()
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{
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if (interactAction != null)
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{
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interactAction.action.Enable();
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}
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}
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private void OnDisable()
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{
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if (interactAction != null)
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{
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interactAction.action.Disable();
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}
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}
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private void Start()
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{
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UpdatePrompt(false);
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if (buttonMesh != null)
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{
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m_buttonRestPos = buttonMesh.localPosition;
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m_buttonPressedPos = m_buttonRestPos - buttonMesh.localRotation * Vector3.forward * pressDepth;
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}
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}
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private void Update()
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{
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if (!m_playerInRange)
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return;
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if (oneShot && m_hasInteracted)
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return;
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if (WasInteractPressed())
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if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
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{
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m_hasInteracted = true;
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OnInteract?.Invoke();
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TryInteract();
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}
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AnimateButton();
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}
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private void TryInteract()
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{
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if (oneShot && m_used)
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return;
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m_used = true;
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m_isVisuallyPressed = true;
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OnInteract?.Invoke();
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if (!oneShot)
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Invoke(nameof(ReleaseVisual), 0.15f);
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}
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private void ReleaseVisual()
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{
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m_isVisuallyPressed = false;
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}
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private void AnimateButton()
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{
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if (buttonMesh == null)
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return;
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Vector3 target = m_isVisuallyPressed ? m_buttonPressedPos : m_buttonRestPos;
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buttonMesh.localPosition = Vector3.Lerp(buttonMesh.localPosition, target, Time.deltaTime * pressSpeed);
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}
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private void OnTriggerEnter(Collider other)
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{
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if (!IsPlayer(other))
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return;
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m_playerInRange = true;
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UpdatePrompt(true);
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if (IsPlayer(other))
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m_playerInRange = true;
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}
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private void OnTriggerExit(Collider other)
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{
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if (!IsPlayer(other))
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return;
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m_playerInRange = false;
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UpdatePrompt(false);
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}
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private bool WasInteractPressed()
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{
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if (interactAction != null)
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return interactAction.action.WasPressedThisFrame() || interactAction.action.WasPerformedThisFrame();
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return Keyboard.current != null && Keyboard.current[fallbackKey].wasPressedThisFrame;
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if (IsPlayer(other))
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m_playerInRange = false;
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}
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private bool IsPlayer(Collider other)
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{
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return other.CompareTag("Player") || other.GetComponentInParent<PlayerMovement>() != null;
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if (other.CompareTag("Player"))
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return true;
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if (other.GetComponentInParent<PlayerMovement>() != null)
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return true;
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return false;
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}
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private void UpdatePrompt(bool visible)
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#if UNITY_EDITOR
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private void OnDrawGizmos()
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{
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if (promptText == null)
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Collider col = GetComponent<Collider>();
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if (col == null)
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return;
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promptText.text = promptMessage;
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promptText.gameObject.SetActive(visible);
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.color = m_playerInRange
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? new Color(0f, 1f, 0f, 0.25f)
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: new Color(1f, 0.9f, 0f, 0.15f);
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if (col is SphereCollider sphere)
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{
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Gizmos.DrawSphere(sphere.center, sphere.radius);
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Gizmos.color = m_playerInRange ? Color.green : Color.yellow;
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Gizmos.DrawWireSphere(sphere.center, sphere.radius);
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}
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else if (col is BoxCollider box)
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{
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Gizmos.DrawCube(box.center, box.size);
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Gizmos.color = m_playerInRange ? Color.green : Color.yellow;
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Gizmos.DrawWireCube(box.center, box.size);
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}
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}
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#endif
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}
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