Files
FORT-BO/Assets/CONTENT/Game/Scripts/Interaction/NetworkPhysicalLeverInteractable.cs
T
2026-08-11 17:12:34 +03:00

332 lines
11 KiB
C#

using Unity.Netcode;
using UnityEngine;
using UnityEngine.Events;
public sealed class NetworkPhysicalLeverInteractable :
NetworkInteractable,
IPlayerInteractionSession
{
private const ulong NoController = ulong.MaxValue;
[Header("Lever visual")]
[SerializeField] private Transform leverVisual;
[SerializeField] private Vector3 neutralLocalEulerAngles;
[SerializeField] private Vector3 localRotationAxis = Vector3.right;
[SerializeField] private Vector3 localHandleDirection = Vector3.up;
[SerializeField, Range(-179f, 179f)] private float minimumAngle = -50f;
[SerializeField, Range(-179f, 179f)] private float maximumAngle = 50f;
[SerializeField, Min(1f)] private float movementSpeed = 180f;
[Header("Control")]
[SerializeField, Min(0.5f)] private float maximumControlDistance = 4f;
[Header("Two positions")]
[SerializeField, Range(0.05f, 0.95f)] private float switchThreshold = 0.5f;
[SerializeField] private bool initialPositionIsMaximum;
[SerializeField] private bool returnToInitialPositionAfterSwitch;
[SerializeField, Min(0f)] private float automaticReturnDelay = 0.25f;
[SerializeField] private UnityEvent<float> leverValueChanged;
[SerializeField] private UnityEvent<bool> leverStateChanged;
private readonly NetworkVariable<ulong> controllingClientId = new(
NoController,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<float> synchronizedValue = new(
0f,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<bool> isActivated = new(
false,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private bool hasSnapTarget;
private float snapTargetValue;
private float automaticReturnTime = -1f;
public float Value => synchronizedValue.Value;
public bool IsActivated => isActivated.Value;
public bool IsControlled => controllingClientId.Value != NoController;
public bool IsControlledByLocalPlayer =>
NetworkManager != null && IsControlledBy(NetworkManager.LocalClientId);
public string ReleasePrompt => "[Hold E] Pulling lever";
public override string InteractionPrompt => IsControlledByLocalPlayer
? ReleasePrompt
: IsControlled
? "Lever in use"
: InteractionLabel;
public override bool IsInteractionAvailable =>
base.IsInteractionAvailable && (!IsControlled || IsControlledByLocalPlayer);
private Quaternion NeutralLocalRotation => Quaternion.Euler(neutralLocalEulerAngles);
private Vector3 RotationAxis => localRotationAxis.sqrMagnitude > 0.0001f
? localRotationAxis.normalized
: Vector3.right;
private Vector3 HandleDirection => localHandleDirection.sqrMagnitude > 0.0001f
? localHandleDirection.normalized
: Vector3.up;
private float InitialPositionValue => initialPositionIsMaximum ? 1f : 0f;
private void Reset()
{
leverVisual = transform;
neutralLocalEulerAngles = leverVisual.localEulerAngles;
}
private void OnValidate()
{
if (maximumAngle < minimumAngle)
maximumAngle = minimumAngle;
}
public override void OnNetworkSpawn()
{
PlayerInteractionSessionRegistry.Register(this);
if (IsServer)
{
synchronizedValue.Value = InitialPositionValue;
isActivated.Value = initialPositionIsMaximum;
}
synchronizedValue.OnValueChanged += HandleValueChanged;
isActivated.OnValueChanged += HandleActivationChanged;
ApplyVisual(synchronizedValue.Value);
leverValueChanged?.Invoke(synchronizedValue.Value);
leverStateChanged?.Invoke(isActivated.Value);
}
public override void OnNetworkDespawn()
{
PlayerInteractionSessionRegistry.Unregister(this);
synchronizedValue.OnValueChanged -= HandleValueChanged;
isActivated.OnValueChanged -= HandleActivationChanged;
}
private void FixedUpdate()
{
if (!IsServer || !IsSpawned || leverVisual == null)
return;
if (IsControlled)
{
if (!TryGetPlayerObject(controllingClientId.Value, out NetworkObject playerObject) ||
!IsPlayerWithinControlDistance(playerObject))
{
EndControl();
return;
}
if (TryCalculateTargetValue(playerObject, out float targetValue))
{
MoveTowardsValue(targetValue);
UpdateActivationAtEndpoint();
}
return;
}
if (hasSnapTarget)
{
if (MoveTowardsValue(snapTargetValue))
CompleteSnap();
return;
}
if (automaticReturnTime >= 0f && Time.time >= automaticReturnTime)
BeginSnap(InitialPositionValue);
}
public bool IsControlledBy(ulong clientId) =>
controllingClientId.Value == clientId;
public void RequestRelease()
{
if (IsSpawned && IsControlledByLocalPlayer)
RequestReleaseServerRpc();
}
protected override bool CanInteractOnServer(ulong senderClientId) =>
!IsControlled || IsControlledBy(senderClientId);
protected override void InteractOnServer(
ulong senderClientId,
NetworkObject playerObject)
{
if (IsControlledBy(senderClientId))
EndControl();
else
BeginControl(senderClientId);
}
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestReleaseServerRpc(RpcParams rpcParams = default)
{
if (IsControlledBy(rpcParams.Receive.SenderClientId))
EndControl();
}
private void BeginControl(ulong clientId)
{
hasSnapTarget = false;
automaticReturnTime = -1f;
controllingClientId.Value = clientId;
}
private void EndControl()
{
if (!IsControlled)
return;
controllingClientId.Value = NoController;
float targetPosition = synchronizedValue.Value >= switchThreshold ? 1f : 0f;
BeginSnap(targetPosition);
}
private void BeginSnap(float targetValue)
{
automaticReturnTime = -1f;
snapTargetValue = targetValue >= 0.5f ? 1f : 0f;
hasSnapTarget = true;
}
private void CompleteSnap()
{
hasSnapTarget = false;
bool snappedToMaximum = snapTargetValue >= 0.5f;
SetActivation(snappedToMaximum);
bool movedAwayFromInitialPosition =
!Mathf.Approximately(snapTargetValue, InitialPositionValue);
automaticReturnTime = returnToInitialPositionAfterSwitch &&
movedAwayFromInitialPosition
? Time.time + automaticReturnDelay
: -1f;
}
private void UpdateActivationAtEndpoint()
{
const float endpointTolerance = 0.001f;
if (synchronizedValue.Value >= 1f - endpointTolerance)
SetActivation(true);
else if (synchronizedValue.Value <= endpointTolerance)
SetActivation(false);
}
private void SetActivation(bool activated)
{
if (isActivated.Value != activated)
isActivated.Value = activated;
}
private bool IsPlayerWithinControlDistance(NetworkObject playerObject)
{
float maximumDistanceSquared = maximumControlDistance * maximumControlDistance;
return (playerObject.transform.position - leverVisual.position).sqrMagnitude <=
maximumDistanceSquared;
}
private bool TryCalculateTargetValue(
NetworkObject playerObject,
out float targetValue)
{
targetValue = synchronizedValue.Value;
FirstPersonCameraController cameraController =
playerObject.GetComponent<FirstPersonCameraController>();
Transform aimTransform = cameraController != null
? cameraController.AimTransform
: playerObject.transform;
Transform leverParent = leverVisual.parent;
Quaternion neutralRotation = NeutralLocalRotation;
Vector3 axisWorld = leverParent != null
? leverParent.TransformDirection(neutralRotation * RotationAxis)
: neutralRotation * RotationAxis;
Vector3 neutralDirectionWorld = leverParent != null
? leverParent.TransformDirection(neutralRotation * HandleDirection)
: neutralRotation * HandleDirection;
Ray aimRay = new(aimTransform.position, aimTransform.forward);
Plane movementPlane = new(axisWorld, leverVisual.position);
Vector3 targetPoint;
if (movementPlane.Raycast(aimRay, out float enter) && enter >= 0f)
{
targetPoint = aimRay.GetPoint(enter);
}
else
{
float distanceAlongRay = Mathf.Max(
0.25f,
Vector3.Dot(leverVisual.position - aimRay.origin, aimRay.direction));
targetPoint = aimRay.GetPoint(distanceAlongRay);
}
Vector3 desiredDirection = Vector3.ProjectOnPlane(
targetPoint - leverVisual.position,
axisWorld);
if (desiredDirection.sqrMagnitude < 0.0001f)
return false;
float desiredAngle = Vector3.SignedAngle(
neutralDirectionWorld,
desiredDirection.normalized,
axisWorld);
desiredAngle = Mathf.Clamp(desiredAngle, minimumAngle, maximumAngle);
targetValue = Mathf.InverseLerp(minimumAngle, maximumAngle, desiredAngle);
return true;
}
private bool MoveTowardsValue(float targetValue)
{
float angleRange = Mathf.Max(0.01f, maximumAngle - minimumAngle);
float valueStep = movementSpeed / angleRange * Time.fixedDeltaTime;
float nextValue = Mathf.MoveTowards(
synchronizedValue.Value,
Mathf.Clamp01(targetValue),
valueStep);
if (!Mathf.Approximately(nextValue, synchronizedValue.Value))
synchronizedValue.Value = nextValue;
return Mathf.Approximately(nextValue, targetValue);
}
private void HandleValueChanged(float _, float currentValue)
{
ApplyVisual(currentValue);
leverValueChanged?.Invoke(currentValue);
}
private void HandleActivationChanged(bool _, bool currentState) =>
leverStateChanged?.Invoke(currentState);
private void ApplyVisual(float value)
{
if (leverVisual == null)
return;
float angle = Mathf.Lerp(minimumAngle, maximumAngle, Mathf.Clamp01(value));
leverVisual.localRotation = NeutralLocalRotation *
Quaternion.AngleAxis(angle, RotationAxis);
}
[ContextMenu("Preview/Minimum")]
private void PreviewMinimum() => ApplyVisual(0f);
[ContextMenu("Preview/Initial Position")]
private void PreviewInitialPosition() => ApplyVisual(InitialPositionValue);
[ContextMenu("Preview/Maximum")]
private void PreviewMaximum() => ApplyVisual(1f);
}