wirm/Game/Assets/Scripts/InfoCollector.cs

150 lines
No EOL
4.5 KiB
C#

/*
Author: Reza
Date: 7/2/25
Description: Collects information when a player looks at objects long enough
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class InfoCollector : MonoBehaviour
{
// Defines the range to "view" the object to collect information
public float detectionRange = 2f;
// Defines how long the player must look at the object for to collect information
public float gazeTimeRequired = 1.5f;
// Defines how long the information UI will remain on screen
public float displayTime = 7f;
// Defines the UI text to display
public TMP_Text infoText;
// Defines the camera
private Camera vrCamera;
// Defines whether UI is displaying to prevent spamming
private bool isDisplaying = false;
// Defines the object the player is currently looking at
private GameObject currentObject = null;
// Tracks how long the player has been looking at the object
private float gazeTimer = 0f;
// Defines Audio References
public AudioSource audioSource;
public AudioClip scribbleSound;
// Store objects that have already been collected
private HashSet<GameObject> collectedObjects = new HashSet<GameObject>();
void Start()
{
// Assigns to player's camera
vrCamera = Camera.main;
// Clear UI text initially
infoText.text = "";
}
void Update()
{
// Detects the direction the player is looking at
Ray ray = new Ray(vrCamera.transform.position, vrCamera.transform.forward);
RaycastHit hit;
// Stores data of object hit in the detection range
if (Physics.Raycast(ray, out hit, detectionRange))
{
// Ensures that relevant info objects are detected
if (hit.collider.CompareTag("InfoObject"))
{
GameObject targetObject = hit.collider.gameObject;
// **Fix: Stop gaze timer if object has been collected**
if (collectedObjects.Contains(targetObject))
{
return; // Exit without increasing gaze time
}
// If the player is still looking at the same object, increase gaze time
if (currentObject == targetObject)
{
gazeTimer += Time.deltaTime;
// If gaze time reaches required time and info is not displayed yet
if (gazeTimer >= gazeTimeRequired && !isDisplaying)
{
CollectInfo(targetObject);
}
}
else
{
// Reset timer when looking at a new object
currentObject = targetObject;
gazeTimer = 0f;
}
}
}
else
{
// Reset if no valid object is in view
currentObject = null;
gazeTimer = 0f;
}
}
// Function to display object information
void CollectInfo(GameObject obj)
{
// Prevents spamming of display
isDisplaying = true;
// **Fix: Mark object as collected**
collectedObjects.Add(obj);
// Displays information
infoText.text = "<size=15>Info Collected:</size>\n\n" +
"<size=20>" + obj.name + "</size>\n" +
"<size=16>" + GetObjectInfo(obj) + "</size>";
Debug.Log("Collected information from: " + obj.name);
// Play sound only if no other sound is currently playing
if (!audioSource.isPlaying)
{
audioSource.PlayOneShot(scribbleSound);
}
// Clears text after displayed time
Invoke(nameof(ClearText), displayTime);
}
// Function to clear text after a delay
void ClearText()
{
// Removes text
infoText.text = "";
// Allows new information to be displayed
isDisplaying = false;
}
string GetObjectInfo(GameObject obj)
{
// Check if the object's name is the same
if (obj.name == "Needles")
// Returns predefined information
return "A used needle. If my parents finds out they would murder me.";
if (obj.name == "Bottles")
// Returns predefined information
return "An empty bottle. It numbs the pain... but not for long enough";
// Default information if there is no specific case
return "An unknown object with mysterious origins.";
}
}