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FORT-BO/Assets/CONTENT/Game/Scripts/Interaction/NetworkInteractable.cs
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2.7 KiB
C#

using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
public interface IInteractable
{
string InteractionPrompt { get; }
bool IsInteractionAvailable { get; }
void RequestInteraction();
}
[AddComponentMenu("")]
[RequireComponent(typeof(NetworkObject), typeof(NetworkTransform))]
public class NetworkInteractable : NetworkBehaviour, IInteractable
{
[Header("Interaction")]
[SerializeField] private string interactionLabel = "Interact";
[SerializeField, Min(0.1f)] private float maximumInteractionDistance = 3f;
protected string InteractionLabel => interactionLabel;
public virtual string InteractionPrompt => interactionLabel;
public virtual bool IsInteractionAvailable => IsSpawned;
public void RequestInteraction()
{
if (!IsSpawned || !IsInteractionAvailable)
return;
RequestInteractionServerRpc();
}
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestInteractionServerRpc(RpcParams rpcParams = default)
{
ulong senderClientId = rpcParams.Receive.SenderClientId;
if (!TryGetPlayerObject(senderClientId, out NetworkObject playerObject))
return;
if (!IsWithinInteractionDistance(playerObject.transform.position))
return;
if (!CanInteractOnServer(senderClientId))
return;
InteractOnServer(senderClientId, playerObject);
}
private bool IsWithinInteractionDistance(Vector3 playerPosition)
{
float maximumDistanceSquared = maximumInteractionDistance * maximumInteractionDistance;
if ((playerPosition - transform.position).sqrMagnitude <= maximumDistanceSquared)
return true;
foreach (Collider interactionCollider in GetComponentsInChildren<Collider>(true))
{
if (interactionCollider == null || !interactionCollider.enabled ||
!interactionCollider.gameObject.activeInHierarchy)
{
continue;
}
Vector3 closestPoint = interactionCollider.ClosestPoint(playerPosition);
if ((playerPosition - closestPoint).sqrMagnitude <= maximumDistanceSquared)
return true;
}
return false;
}
protected virtual bool CanInteractOnServer(ulong senderClientId) => false;
protected virtual void InteractOnServer(ulong senderClientId, NetworkObject playerObject) { }
protected bool TryGetPlayerObject(ulong clientId, out NetworkObject playerObject)
{
playerObject = NetworkManager != null
? NetworkManager.SpawnManager.GetPlayerNetworkObject(clientId)
: null;
return playerObject != null;
}
}