From 032050ce4cb2e75d3ca7dd25032bdfaf9697ce01 Mon Sep 17 00:00:00 2001 From: Mark Joshwel Date: Fri, 31 Jan 2025 18:39:03 +0800 Subject: [PATCH] game(scripts/interactions): NEVERMIND! This reverts commit 838bcb1c668fb2b938ebff4d4d34c70cc78d2c5b. --- Game/Assets/Prefabs/Snapping Object.prefab | 1220 ----- .../Prefabs/Snapping Object.prefab.meta | 7 - .../SnappingInteractionPlayground.unity | 4578 ----------------- .../SnappingInteractionPlayground.unity.meta | 7 - Game/Assets/Scripts/Snapping.cs | 238 - Game/Assets/Scripts/Snapping.cs.meta | 11 - 6 files changed, 6061 deletions(-) delete mode 100644 Game/Assets/Prefabs/Snapping Object.prefab delete mode 100644 Game/Assets/Prefabs/Snapping Object.prefab.meta delete mode 100644 Game/Assets/Scenes/SnappingInteractionPlayground.unity delete mode 100644 Game/Assets/Scenes/SnappingInteractionPlayground.unity.meta delete mode 100644 Game/Assets/Scripts/Snapping.cs delete mode 100644 Game/Assets/Scripts/Snapping.cs.meta diff --git a/Game/Assets/Prefabs/Snapping Object.prefab b/Game/Assets/Prefabs/Snapping Object.prefab deleted file mode 100644 index 634b7ad..0000000 --- a/Game/Assets/Prefabs/Snapping Object.prefab +++ 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snappingBehaviourType = Type.NonTarget; - - /// - /// optional tag to match if we are a target - /// - [SerializeField] private string optionalMatchIfTag; - - /// - /// bool to keep the object permanently snapped to the target - /// - [SerializeField] private bool keepObjectSnapped; - - /// - /// public bool for other scripts to check if an object has snapped to this object, if it is a target - /// - public bool hasObjectSnapped; - - /// - /// flag to wait until the next frame to prevent multiple OnTriggerEnter calls - /// - private bool _blockOnTriggerEnter; - - /// - /// flag to wait until the next frame to prevent multiple OnTriggerExit calls - /// - private bool _blockOnTriggerExit; - - /// - /// interactable to re-enable after we have snapped - /// - private Transform _incomingSnappedTransform; - - /// - /// interactable to keep track of if they leave the snapping trigger - /// - private Transform _outgoingSnappedTransform; - - /// - /// first-ran function to check if the snapping prefab or this component is set up correctly - /// - /// - private void Awake() - { - // check if we have a trigger collider as a target - if (snappingBehaviourType != Type.Target) return; - var triggerCollider = GetComponent(); - if (triggerCollider == null) - throw new Exception("this snapping object is a target, yet does not have a trigger collider. " - + "this should not happen, as triggers are used by targets to detect when a non-target is colliding with it!"); - } - - /// - /// update state of any variables - /// - private void Start() - { - if (snappingBehaviourType == Type.NonTarget) return; - - // if we are a target... - foreach (Transform child in transform) - { - // hide any children objects - var possibleMeshRenderer = child.GetComponent(); - if (possibleMeshRenderer != null) possibleMeshRenderer.enabled = false; - - // and also any children colliders - var possibleCollider = child.GetComponent(); - if (possibleCollider != null) possibleCollider.enabled = false; - } - } - - /// - /// check if we need to re-enable any grabbable objects - /// - private void Update() - { - // do not for the love of god remove or even move this line within the function - if (_blockOnTriggerEnter) _outgoingSnappedTransform = null; - - _blockOnTriggerEnter = false; - _blockOnTriggerExit = false; - - // if we have a grabbed object, snap it and re-enable it (because we must've just snapped to it) - // ReSharper disable once InvertIf - if (_incomingSnappedTransform != null) - { - Snap(_incomingSnappedTransform); - - // one more time, just to be sure - _incomingSnappedTransform.position = transform.position; - _incomingSnappedTransform.rotation = transform.rotation; - - // then reenable if needed - if (!keepObjectSnapped) _incomingSnappedTransform.GetComponent().enabled = true; - - // ...and go about our merry way - _incomingSnappedTransform = null; - } - - if (hasObjectSnapped) Debug.Log("we are snapped!"); - } - - /// - /// snap/teleport non-targets to target objects - /// - /// the object entering the trigger - private void OnTriggerEnter(Collider other) - { - if (_blockOnTriggerEnter) return; - Debug.Log("snapping trigger hit"); - - // if we are a non-target, we should not have a trigger collider - if (snappingBehaviourType != Type.Target) - throw new Exception("this snapping object is a non-target, yet has a trigger. " - + "this should not happen, as triggers are used by targets to detect when a non-target is colliding with it!"); - - // check if we are just accidentally reregistering a previously snapped object - if ((_outgoingSnappedTransform != null) & (_outgoingSnappedTransform == other.transform)) - { - Debug.Log("...already snapped this one"); - - _incomingSnappedTransform = null; - _outgoingSnappedTransform = null; - - // god, I do not know why these need to be here but they *just* need to be here - // _blockOnTriggerEnter = true; - _blockOnTriggerExit = true; - return; - } - - // are we colliding with another object that has a 'Snapping' component? - var possibleSnappingComponent = other.transform.GetComponentsInParent(); - if (possibleSnappingComponent == null) - { - Debug.Log("not snapping this one... " - + "(not in a Snapping prefab or parent game object with the Snapping component)"); - return; - } - - // if an optional tag string is set, check if the object or parent prefab/game object has that tag - if (!string.IsNullOrEmpty(optionalMatchIfTag)) - { - var possibleTag = other.transform.tag ?? ""; - var possibleParentTag = other.transform.parent?.tag ?? ""; - if (possibleTag != optionalMatchIfTag && possibleParentTag != optionalMatchIfTag) - { - Debug.Log("not snapping this one... " - + "(does not have the optional tag string)"); - return; - } - } - - _incomingSnappedTransform = other.transform; - _blockOnTriggerEnter = true; - Stop(other.transform); - } - - /// - /// reset the snapped interactable object - /// - /// the other object exiting the trigger - private void OnTriggerExit(Collider other) - { - if (_blockOnTriggerExit) return; - Debug.Log("snapping trigger exit~"); - - Stop(other.transform); - _outgoingSnappedTransform = other.transform; - - _blockOnTriggerEnter = true; - hasObjectSnapped = false; - } - - /// - /// function to stop the object from moving - /// - /// Transform passed in from OnTrigger physics calls - private void Stop(Transform otherTransform) - { - var possibleRigidbody = otherTransform.GetComponent(); - if (possibleRigidbody == null) return; - possibleRigidbody.velocity = Vector3.zero; - possibleRigidbody.angularVelocity = Vector3.zero; - } - - /// - /// function to snap it so that it happens in update land and not in OnTrigger___ land - /// - /// Transform passed in from OnTrigger physics calls - private void Snap(Transform otherTransform) - { - // NOTE: literally do NOT move/inline this function anywhere - // call order and "race conditions" have caused me hours of great pain - - // make the user drop it - var possibleInteractable = otherTransform.GetComponent(); - if (possibleInteractable != null && possibleInteractable.isSelected) - possibleInteractable.enabled = false; - - // then snap it - // Stop(otherTransform); - otherTransform.position = transform.position; - otherTransform.rotation = transform.rotation; - - _blockOnTriggerExit = true; - hasObjectSnapped = true; - Debug.Log("snapped"); - } -} \ No newline at end of file diff --git a/Game/Assets/Scripts/Snapping.cs.meta b/Game/Assets/Scripts/Snapping.cs.meta deleted file mode 100644 index c6d63ff..0000000 --- a/Game/Assets/Scripts/Snapping.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: de2bc54737dff9b488cd841529184f57 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: