Quantum-Engineering/PlayerController.cs
2020-09-05 18:39:40 -04:00

715 lines
25 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
public class PlayerController : MonoBehaviour
{
private InputManager inputManager;
private Coroutine quitCoroutine;
private Vector3 originalPosition;
public Vector3 destroyStartPosition;
public Vector3 buildStartPosition;
public RaycastHit playerLookHit;
public StateManager stateManager;
public Camera mCam;
public InventoryManager playerInventory;
public InventoryManager storageInventory;
public InventorySlot slotDraggingFrom;
public AudioSource builderSound;
public AudioSource guiSound;
public GameObject objectInSight;
public GameObject machineInSight;
public LaserController laserController;
public BlockSelector blockSelector;
public bool outOfSpace;
public bool cannotCollect;
public bool building;
public bool inventoryOpen;
public bool storageGUIopen;
public bool machineGUIopen;
public bool craftingGUIopen;
public bool marketGUIopen;
public bool remoteStorageActive;
public bool escapeMenuOpen;
public bool machineHasPower;
public bool lookingAtCombinedMesh;
public bool tabletOpen;
public bool optionsGUIopen;
public bool timeToDeliverWarningRecieved;
public bool draggingItem;
public bool displayingBuildItem;
public bool exiting;
public bool requestedExit;
public bool invalidAugerPlacement;
public bool invalidRailCartPlacement;
public bool helpMenuOpen;
public bool requestedBuildingStop;
public bool pirateAttackWarningActive;
public bool meteorShowerWarningActive;
public bool destructionMessageActive;
public bool timeToDeliver;
public bool paintGunActive;
public bool paintColorSelected;
public bool videoMenuOpen;
public bool schematicMenuOpen;
public bool backupCreated;
public bool crosshairEnabled = true;
public bool stoppingBuildCoRoutine;
public bool separatedBlocks;
public bool destroying;
public bool requestedChunkLoad;
public bool blockLimitMessage;
public bool requestedEscapeMenu;
public bool laserCannonActive;
public bool scannerActive;
public bool firing;
public bool scanning;
private bool gotPosition;
private bool gameStarted;
private bool meteorShowerWarningReceived;
private bool pirateAttackWarningReceived;
private bool destructionMessageReceived;
private bool movedPlayer;
private bool introDisplayed;
public string cubeloc = "up";
public string machineID = "unassigned";
public string machineOutputID = "unassigned";
public string machineOutputID2 = "unassigned";
public string machineInputID = "unassigned";
public string machineInputID2 = "unassigned";
public string machineType;
public string machineType2;
public string machineInputType;
public string machineInputType2;
public string machineOutputType;
public string currentTabletMessage = "";
public string itemToDrag;
public string buildType = "Dark Matter Collector";
public string nextBuildType = "Turret";
public string previousBuildType = "Dark Matter Conduit";
public float outOfSpaceTimer;
public float cannotCollectTimer;
public float collectorAmount;
public float machineAmount;
public float machineAmount2;
public float machineInputAmount;
public float machineInputAmount2;
public float machineOutputAmount;
public float deliveryWarningTimer;
public float buildItemDisplayTimer;
public float footStepTimer;
public float footStepSoundFrquency;
public float destroyTimer;
public float buildTimer;
public float buildIncrementTimer;
public float invalidAugerPlacementTimer;
public float invalidRailCartPlacementTimer;
public float paintRed;
public float paintGreen;
public float paintBlue;
public float requestedExitTimer;
public float blockLimitMessageTimer;
public int playerMoveSpeed;
public int machinePower;
public int machineSpeed;
public double machineRange;
public int machineHeat;
public int machineCooling;
public int amountToDrag;
public int buildMultiplier = 1;
public int money;
public int destructionMessageCount;
public int storageComputerInventory;
public AudioClip footStep1;
public AudioClip footStep2;
public AudioClip footStep3;
public AudioClip footStep4;
public AudioClip metalFootStep1;
public AudioClip metalFootStep2;
public AudioClip metalFootStep3;
public AudioClip metalFootStep4;
public AudioClip missingItemsClip;
public AudioClip buttonClip;
public AudioClip craftingClip;
public GameObject ping;
public GameObject tablet;
public GameObject scanner;
public GameObject laserCannon;
public GameObject paintGun;
public GameObject paintGunTank;
public GameObject adjustedPaintGunTank;
public GameObject adjustedPaintGunTank2;
public GameObject muzzleFlash;
public GameObject scannerFlash;
public GameObject weaponHit;
public GameObject darkMatterCollector;
public GameObject darkMatter;
public GameObject darkMatterConduit;
public GameObject ironBlock;
public GameObject ironRamp;
public GameObject steel;
public GameObject steelRamp;
public GameObject storageContainer;
public GameObject universalExtractor;
public GameObject auger;
public GameObject airlock;
public GameObject universalConduit;
public GameObject glass;
public GameObject brick;
public GameObject electricLight;
public GameObject smelter;
public GameObject turret;
public GameObject solarPanel;
public GameObject generator;
public GameObject reactorTurbine;
public GameObject nuclearReactor;
public GameObject press;
public GameObject extruder;
public GameObject retriever;
public GameObject railCart;
public GameObject railCartHub;
public GameObject storageComputer;
public GameObject autoCrafter;
public GameObject heatExchanger;
public GameObject gearCutter;
public GameObject alloySmelter;
public GameObject powerConduit;
public GameObject playerBody;
public GameObject builder;
public GameObject headlamp;
public GameObject guiObject;
public GameObject currentStorageComputer;
public GameObject buildObject;
public Material constructionMat;
// Called by unity engine on start up to initialize variables
public void Start()
{
//REFERENCE TO THE STATE MANAGER
stateManager = GameObject.Find("GameManager").GetComponent<StateManager>();
//INITIALIZE COMPONENT CLASSES
playerInventory = GetComponent<InventoryManager>();
laserController = GetComponent<LaserController>();
//LOAD MOUSE SETTINGS
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
if (PlayerPrefs.GetFloat("xSensitivity") != 0)
{
GetComponent<MSCameraController>().CameraSettings.firstPerson.sensibilityX = PlayerPrefs.GetFloat("xSensitivity");
}
if (PlayerPrefs.GetFloat("ySensitivity") != 0)
{
GetComponent<MSCameraController>().CameraSettings.firstPerson.sensibilityY = PlayerPrefs.GetFloat("ySensitivity");
}
GetComponent<MSCameraController>().CameraSettings.firstPerson.invertYInput = PlayerPrefsX.GetBool("mouseInverted");
//LOAD VOLUME SETTING
AudioListener.volume = PlayerPrefs.GetFloat("volume");
GetComponent<MSCameraController>().cameras[0].volume = AudioListener.volume;
//AUDIO SOURCE FOR PLACING BLOCKS
builderSound = builder.GetComponent<AudioSource>();
//AUDIO SOURCE FOR GUI RELATED SOUNDS
guiSound = guiObject.GetComponent<AudioSource>();
//SCANNER LIGHT COLOR DIFFERS DEPENDING ON THE SCENE
if (SceneManager.GetActiveScene().name.Equals("QE_World_Atmo"))
{
scannerFlash.GetComponent<Light>().color = Color.white;
scannerFlash.GetComponent<Light>().intensity = 1;
}
inputManager = new InputManager(this);
blockSelector = new BlockSelector(this);
}
// Called once per frame by unity engine
public void Update()
{
// Get a refrence to the camera.
if (mCam == null)
{
mCam = Camera.main;
if (PlayerPrefs.GetFloat("FOV") != 0)
{
mCam.fieldOfView = PlayerPrefs.GetFloat("FOV");
}
if (PlayerPrefs.GetFloat("DrawDistance") != 0)
{
mCam.farClipPlane = PlayerPrefs.GetFloat("DrawDistance");
}
}
else
{
// Disable mouse look during main menu sequence.
gameObject.GetComponent<MSCameraController>().enabled &= gameStarted != false;
// Get the spawn location, for respawning the player character.
if (gotPosition == false)
{
originalPosition = transform.position;
gotPosition = true;
}
// The state manager has finished loading the world.
if (stateManager.worldLoaded == true)
{
gameStarted = true;
if (PlayerPrefsX.GetBool(stateManager.WorldName + "oldWorld") == false)
{
OpenTabletOnFirstLoad();
}
if (movedPlayer == false && PlayerPrefsX.GetBool(stateManager.WorldName + "oldWorld") == true)
{
MovePlayerToSavedLocation();
}
if (ShouldShowTabletIntro())
{
ShowTabletIntro();
}
// Destruction messages.
if (destructionMessageActive == true)
{
if (destructionMessageCount > 10)
{
currentTabletMessage = "";
destructionMessageCount = 0;
}
if (destructionMessageReceived == false)
{
tablet.GetComponent<AudioSource>().Play();
destructionMessageReceived = true;
}
}
else
{
destructionMessageCount = 0;
destructionMessageReceived = false;
}
//PIRATE ATTACK INCOMING
if (pirateAttackWarningActive == true)
{
currentTabletMessage = "Warning! Warning! Warning! Warning! Warning!\n\nIncoming pirate attack!";
if (pirateAttackWarningReceived == false)
{
tablet.GetComponent<AudioSource>().Play();
pirateAttackWarningReceived = true;
}
}
else
{
pirateAttackWarningReceived = false;
}
//METEOR SHOWER INCOMING
if (meteorShowerWarningActive == true)
{
currentTabletMessage = "Warning! Warning! Warning! Warning! Warning!\n\nIncoming meteor shower!";
if (meteorShowerWarningReceived == false)
{
tablet.GetComponent<AudioSource>().Play();
meteorShowerWarningReceived = true;
}
}
else
{
meteorShowerWarningReceived = false;
}
if (timeToDeliver == true)
{
DisplayDeliveryWarning();
}
else
{
timeToDeliverWarningRecieved = false;
}
if (destroying == true)
{
ModifyCombinedMeshes();
}
if (requestedBuildingStop == true)
{
HandleBuildingStopRequest();
}
// The player controller is notified that the game manager finished combining meshes.
if (stoppingBuildCoRoutine == true && GameObject.Find("GameManager").GetComponent<GameManager>().working == false)
{
stoppingBuildCoRoutine = false;
}
if (requestedChunkLoad == true)
{
HandleChunkLoadRequest();
}
// Locking or unlocking the mouse cursor for GUI interaction.
if (GuiOpen())
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
gameObject.GetComponent<MSCameraController>().enabled = false;
}
else
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
gameObject.GetComponent<MSCameraController>().enabled = true;
}
if (requestedEscapeMenu == true)
{
HandleEscapeMenuRequest();
}
if (requestedExit == true)
{
HandleExitRequest();
}
if (storageInventory != null && storageGUIopen == true)
{
CheckStorageDistance();
}
// Input manager.
inputManager.HandleInput();
EnforceWorldLimits();
}
}
}
// Plays a sound.
public void PlayButtonSound()
{
guiSound.volume = 0.15f;
guiSound.clip = buttonClip;
guiSound.Play();
}
// Plays a sound.
public void PlayCraftingSound()
{
guiSound.volume = 0.3f;
guiSound.clip = craftingClip;
guiSound.Play();
}
// Plays a sound.
public void PlayMissingItemsSound()
{
guiSound.volume = 0.15f;
guiSound.clip = missingItemsClip;
guiSound.Play();
}
// Returns true if any GUI is open
public bool GuiOpen()
{
return cGUI.showingInputGUI == true
|| inventoryOpen == true
|| escapeMenuOpen == true
|| machineGUIopen == true
|| tabletOpen == true
|| marketGUIopen == true
|| (paintGunActive == true && paintColorSelected == false);
}
// Returns true at the beginning of the first in-game day when the intro should be displayed on the tablet.
private bool ShouldShowTabletIntro()
{
return currentTabletMessage.Equals("")
&& GameObject.Find("Rocket").GetComponent<Rocket>().day == 1
&& (int)GameObject.Find("Rocket").GetComponent<Rocket>().gameTime < 200;
}
// Displays the intro message on the tablet.
private void ShowTabletIntro()
{
currentTabletMessage = "To all deployed members of:\nQuantum Engineering, \nDark Matter Research, \nMoon Base Establishment Division" +
"\n\n" + "Manufacture of Quantum Manifestation Projection Units \nis going ahead as planned. " + "Our systems show all \nengineers have " +
"successfully arrived at their \ndesignated FOB establishment locations. " + "\nExpected return payload to planetary facilities \nat the end " +
"of day 1 is currently 50 units \nof non-anomylous dark matter as planned. " + "\n\n" + "As always, thank you for your service." + "\n" +
"Agrat Eirelis:" + "\n" + "Chief Officer," + "\n" + "Quantum Engineering," + "\n" + "Dark Matter Research," + "\n" + "Moon Base Establishment Division";
}
// Moves the player to their previous location when a game is loaded.
private void MovePlayerToSavedLocation()
{
transform.position = PlayerPrefsX.GetVector3(stateManager.WorldName + "playerPosition");
transform.rotation = PlayerPrefsX.GetQuaternion(stateManager.WorldName + "playerRotation");
money = PlayerPrefs.GetInt(stateManager.WorldName + "money");
movedPlayer = true;
}
// Opens the tablet to display a message the first time the world is loaded.
private void OpenTabletOnFirstLoad()
{
if (GetComponent<MainMenu>().finishedLoading == true)
{
if (introDisplayed == false)
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
tabletOpen = true;
GetComponent<MSCameraController>().cameras[0].volume = 2.5f;
introDisplayed = true;
}
}
}
// Displays a message on the player's tablet when the rocket is landing to collect dark matter.
private void DisplayDeliveryWarning()
{
deliveryWarningTimer += 1 * Time.deltaTime;
if (deliveryWarningTimer > 30)
{
deliveryWarningTimer = 0;
}
int payload = GameObject.Find("Rocket").GetComponent<Rocket>().payloadRequired;
currentTabletMessage = "Please load: " + payload + " dark matter\ninto the rocket near the lunar lander."
+ "\nExpected return payload to planetary facilities \nat the end " +
"of the day tomorrow is currently:" + "\n" + (payload * 2) + " units of dark matter. "
+ "\n\n" + "As always, Thank you for your service." + "\n" +
"Agrat Eirelis:" + "\n" + "Chief Officer," + "\n" + "Quantum Engineering," + "\n"
+ "Dark Matter Research," + "\n" + "Moon Base Establishment Division";
if (timeToDeliverWarningRecieved == false)
{
tablet.GetComponent<AudioSource>().Play();
timeToDeliverWarningRecieved = true;
}
}
private void HandleBuildingStopRequest()
{
if (GameObject.Find("GameManager").GetComponent<GameManager>().working == false)
{
stoppingBuildCoRoutine = true;
GameObject.Find("GameManager").GetComponent<GameManager>().CombineBlocks();
separatedBlocks = false;
destroyTimer = 0;
buildTimer = 0;
building = false;
destroying = false;
requestedBuildingStop = false;
}
else
{
requestedBuildingStop = true;
}
}
// Handles the sending of chunk load requests for modifying combined meshes.
private void ModifyCombinedMeshes()
{
destroyTimer += 1 * Time.deltaTime;
if (destroyTimer >= 30)
{
if (GameObject.Find("GameManager").GetComponent<GameManager>().working == false)
{
stoppingBuildCoRoutine = true;
GameObject.Find("GameManager").GetComponent<GameManager>().CombineBlocks();
destroyTimer = 0;
buildTimer = 0;
building = false;
destroying = false;
separatedBlocks = false;
}
else
{
requestedBuildingStop = true;
}
}
else
{
float distance = Vector3.Distance(transform.position, destroyStartPosition);
if (distance > 15)
{
if (GameObject.Find("GameManager").GetComponent<GameManager>().working == false)
{
GameObject.Find("GameManager").GetComponent<GameManager>().SeparateBlocks(transform.position, "all", true);
separatedBlocks = true;
}
else
{
requestedChunkLoad = true;
}
destroyStartPosition = transform.position;
}
}
}
// Handles requests to load chunks of blocks from combined meshes near the player.
private void HandleChunkLoadRequest()
{
if (GameObject.Find("GameManager").GetComponent<GameManager>().working == false)
{
if (destroying == false)
{
GameObject.Find("GameManager").GetComponent<GameManager>().SeparateBlocks(transform.position, "all", true);
}
else
{
GameObject.Find("GameManager").GetComponent<GameManager>().SeparateBlocks(transform.position, "all", false);
}
separatedBlocks = true;
requestedChunkLoad = false;
}
}
// Handles requests to open the escape menu, stopping appropriate coroutines.
private void HandleEscapeMenuRequest()
{
if (building == true || destroying == true)
{
if (GameObject.Find("GameManager").GetComponent<GameManager>().working == false)
{
stoppingBuildCoRoutine = true;
GameObject.Find("GameManager").GetComponent<GameManager>().CombineBlocks();
separatedBlocks = false;
destroyTimer = 0;
buildTimer = 0;
building = false;
destroying = false;
}
else
{
requestedBuildingStop = true;
}
}
else if (GameObject.Find("GameManager").GetComponent<GameManager>().working == false)
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
gameObject.GetComponent<MSCameraController>().enabled = false;
escapeMenuOpen = true;
requestedEscapeMenu = false;
}
}
// Enforces world size limitations.
private void EnforceWorldLimits()
{
if (gameObject.transform.position.x > 4500)
{
gameObject.transform.position = new Vector3(4490, gameObject.transform.position.y, gameObject.transform.position.z);
}
if (gameObject.transform.position.z > 4500)
{
gameObject.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, 4490);
}
if (gameObject.transform.position.x < -4500)
{
gameObject.transform.position = new Vector3(-4490, gameObject.transform.position.y, gameObject.transform.position.z);
}
if (gameObject.transform.position.z < -4500)
{
gameObject.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, -4490);
}
if (gameObject.transform.position.y > 500)
{
gameObject.transform.position = new Vector3(gameObject.transform.position.x, 490, gameObject.transform.position.z);
}
if (gameObject.transform.position.y < -100)
{
gameObject.transform.position = new Vector3(gameObject.transform.position.x, 500, gameObject.transform.position.z);
}
}
// Handles requests to exit the game
private void HandleExitRequest()
{
requestedExitTimer += 1 * Time.deltaTime;
if (requestedExitTimer >= 5)
{
if (GameObject.Find("GameManager").GetComponent<GameManager>().working == false)
{
GameObject.Find("GameManager").GetComponent<GameManager>().RequestFinalSaveOperation();
quitCoroutine = StartCoroutine(Quit());
requestedExitTimer = 0;
requestedExit = false;
}
}
}
// Closes the storage GUI if the player has moved too far from the container.
private void CheckStorageDistance()
{
if (remoteStorageActive == false)
{
float distance = Vector3.Distance(transform.position, storageInventory.gameObject.transform.position);
if (distance > 40)
{
storageGUIopen = false;
}
}
else
{
float distance = Vector3.Distance(transform.position, currentStorageComputer.transform.position);
if (distance > 40)
{
storageGUIopen = false;
}
}
}
// Handles safely saving data and shutting down the game.
public static IEnumerator Quit()
{
float f = 0;
while (f < 6000)
{
f++;
if (GameObject.Find("GameManager").GetComponent<GameManager>().blocksCombined == false)
{
if (GameObject.Find("GameManager").GetComponent<GameManager>().savingData == true)
{
if (GameObject.Find("GameManager").GetComponent<StateManager>().dataSaved == true)
{
if (GameObject.Find("Player").GetComponent<PlayerController>().backupCreated == false)
{
Debug.Log("Creating backup...");
string osType = System.Environment.OSVersion.ToString().Split(' ')[0];
if (osType.Equals("Unix"))
{
System.IO.File.Copy("/home/" + System.Environment.UserName + "/.config/unity3d/Droog71/Quantum Engineering/prefs", "/home/" + System.Environment.UserName + "/.config/unity3d/Droog71/Quantum Engineering/" + GameObject.Find("GameManager").GetComponent<StateManager>().WorldName, true);
}
GameObject.Find("Player").GetComponent<PlayerController>().backupCreated = true;
}
if (!Application.isEditor)
{
Debug.Log("Shutting down...");
System.Diagnostics.Process.GetCurrentProcess().Kill();
}
}
}
}
yield return new WaitForSeconds(0.1f);
}
}
}