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MultiToy.cs
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// Copyright (c) Meta Platforms, Inc. and affiliates.
using TheWorldBeyond.Audio;
using TheWorldBeyond.GameManagement;
using TheWorldBeyond.VFX;
using UnityEngine;
namespace TheWorldBeyond.Toy
{
public class MultiToy : MonoBehaviour
{
public static MultiToy Instance = null;
[Header("Toys")]
public WorldBeyondToy[] Toys;
private int m_toyIndexController = (int)ToyOption.None;
private int m_toyIndexHand = (int)ToyOption.None;
private bool m_canSwitchToys = false;
private VirtualFlashlight m_toyFlashlight;
private float m_flickerFlashlightStrength = 1.0f;
private float m_ballTossCooldownFactor = 1.0f;
private RoomFramer m_roomFramer;
[Header("Meshes")]
public GameObject AccessoryBase;
public GameObject AccessoryFlashlight;
public GameObject AccessoryBallGun;
public GameObject AccessoryWallToy;
public GameObject MeshParent;
public bool ToyVisible { get; private set; }
public Animator Animator;
[Header("Sounds")]
public AudioClip WallToyLoop;
public AudioClip WallToyWallOpen;
public AudioClip WallToyWallClose;
public SoundEntry UnlockToy_1;
public SoundEntry SwitchToy_1;
public SoundEntry GrabToy_1;
public SoundEntry Malfunction_1;
public SoundEntry BallShoot_1;
public SoundEntry FlashlightLoop_1;
public SoundEntry FlashlightFlicker_1;
public SoundEntry FlashlightAbsorb_1;
public SoundEntry FlashlightAbsorbLoop_1;
public SoundEntry WallToyLoop_1;
public SoundEntry WallToyWallOpen_1;
public SoundEntry WallToyWallClose_1;
private AudioSource m_audioSource;
[HideInInspector]
public Transform WallToyTarget;
private bool m_flashLightUnlocked = false;
private bool m_wallToyUnlocked = false;
private float m_pointingAtWallTimer = 0.0f; // ensure player reads the first instructions
public enum ToyOption
{
None = -1,
Flashlight = 0,
BallGun = 1,
WallToy = 2,
};
// only used by hands
[HideInInspector]
public BallCollectable GrabbedBall = null;
private bool m_throwBallTaught = false;
public MeshRenderer HandGlove;
private void Start()
{
WorldBeyondManager.Instance.OnHandClosedDelegate += HandClosed;
}
/// <summary>
/// Only used for triggering the wall toy.
/// </summary>
private void HandClosed()
{
if (WorldBeyondManager.Instance.CurrentChapter >= WorldBeyondManager.GameChapter.SearchForOppy)
{
if (m_toyIndexHand == (int)ToyOption.WallToy)
{
Toys[m_toyIndexHand].ActionUp();
}
}
}
private void Awake()
{
if (!Instance)
{
Instance = this;
}
m_audioSource = GetComponent<AudioSource>();
m_toyFlashlight = GetComponent<VirtualFlashlight>();
m_roomFramer = GetComponent<RoomFramer>();
ShowToy(false);
ShowPassthroughGlove(false);
// render after passthrough.
var parts = MeshParent.GetComponentsInChildren<SkinnedMeshRenderer>(true);
foreach (var part in parts)
{
foreach (var mat in part.materials)
{
mat.renderQueue = 3000;
}
}
}
private void Update()
{
var currentChapter = WorldBeyondManager.Instance.CurrentChapter;
var controllerPos = Vector3.zero;
var controllerRot = Quaternion.identity;
WorldBeyondManager.Instance.GetDominantHand(ref controllerPos, ref controllerRot);
if (currentChapter != WorldBeyondManager.GameChapter.OppyBaitsYou)
{
transform.position = controllerPos;
transform.rotation = controllerRot;
}
if (!TriggerHeld() && m_canSwitchToys)
{
var lastToy = m_toyIndexController;
var highestToyID = (int)ToyOption.WallToy;
if (CycleToy(false))
{
m_toyIndexController = m_toyIndexController - 1 < 0 ? highestToyID : m_toyIndexController - 1;
}
if (CycleToy(true))
{
m_toyIndexController = m_toyIndexController + 1 > highestToyID ? 0 : m_toyIndexController + 1;
}
if (lastToy != m_toyIndexController)
{
Toys[lastToy].Deactivate();
Toys[m_toyIndexController].Activate();
SwitchToy_1.Play();
WorldBeyondTutorial.Instance.HideMessage(WorldBeyondTutorial.TutorialMessage.SwitchToy);
SetToyMesh((ToyOption)m_toyIndexController);
}
}
if (currentChapter == WorldBeyondManager.GameChapter.SearchForOppy)
{
var oppyPos = WorldBeyondManager.Instance.Pet.transform.position + Vector3.up * 0.2f;
var oppyDot = Vector3.Dot(GetFlashlightDirection(), (oppyPos - transform.position).normalized);
var oppyActive = WorldBeyondManager.Instance.Pet.gameObject.activeSelf;
if (!WorldBeyondManager.Instance.OppyDiscovered)
{
if (oppyDot >= 0.95f && oppyActive)
{
WorldBeyondManager.Instance.PlayOppyDiscoveryAnim();
WorldBeyondManager.Instance.Pet.PlaySparkles(false);
}
}
}
var currentToyIndex = m_toyIndexController;
// switch toys, using hands
if (WorldBeyondManager.Instance.UsingHands)
{
m_ballTossCooldownFactor += Time.deltaTime;
currentToyIndex = m_toyIndexHand;
if (currentChapter >= WorldBeyondManager.GameChapter.SearchForOppy)
{
var mainCam = WorldBeyondManager.Instance.MainCamera.transform;
_ = Vector3.Dot(mainCam.forward, (controllerPos - mainCam.position).normalized) < 0.5f;
var lastToy = m_toyIndexHand;
// palm out: flashlight
var palmOut = Vector3.Dot(mainCam.forward, controllerRot * Vector3.forward);
var fistStrength = Mathf.Clamp01((WorldBeyondManager.Instance.FistValue - 0.3f) * 5.0f);
var flashL = Mathf.Clamp01(palmOut * 10) * (1 - fistStrength) * (GrabbedBall ? 0 : 1);
currentToyIndex = (flashL > 0.5f && m_flashLightUnlocked) ? (int)ToyOption.Flashlight : currentToyIndex;
m_toyFlashlight.SetLightStrength(flashL * m_flickerFlashlightStrength * Mathf.Clamp01(m_ballTossCooldownFactor - 1));
// palm up: prepare room framer
var palmUp = Vector3.Dot(mainCam.right, controllerRot * Vector3.right);
currentToyIndex = (palmUp < 0.0f && m_wallToyUnlocked && !GrabbedBall) ? (int)ToyOption.WallToy : currentToyIndex;
if (lastToy != currentToyIndex)
{
if (lastToy > (int)ToyOption.None)
{
Toys[lastToy].Deactivate();
}
if (currentToyIndex > (int)ToyOption.None)
{
if (currentToyIndex == (int)ToyOption.Flashlight)
{
WorldBeyondTutorial.Instance.HideMessage(WorldBeyondTutorial.TutorialMessage.EnableFlashlight);
}
Toys[currentToyIndex].Activate();
}
}
m_toyIndexHand = currentToyIndex;
}
}
if (currentChapter >= WorldBeyondManager.GameChapter.SearchForOppy)
{
if (currentToyIndex > (int)ToyOption.None)
{
if (TriggerPressed())
{
if (currentToyIndex == (int)ToyOption.BallGun && WorldBeyondManager.Instance.BallCount > 0)
{
Animator.SetTrigger("Shoot");
}
Toys[currentToyIndex].ActionDown();
}
if (TriggerReleased())
{
Toys[currentToyIndex].ActionUp();
}
if (TriggerHeld())
{
Toys[currentToyIndex].Action();
}
}
var tbc = WorldBeyondManager.Instance.GetTargetedBall(transform.position, transform.forward);
if (tbc)
{
if (tbc.BallState is BallCollectable.BallStatus.Available or
BallCollectable.BallStatus.Hidden or
BallCollectable.BallStatus.Released)
{
if (!WorldBeyondManager.Instance.UsingHands)
{
if (IsFlashlightAbsorbing())
{
tbc.Absorbing((tbc.transform.position - transform.position).normalized);
if (tbc.IsBallAbsorbed())
{
tbc.AbsorbBall();
WorldBeyondManager.Instance.DiscoveredBall(GrabbedBall);
}
}
}
}
}
}
}
/// <summary>
/// Prepare all the Multitoy's toys (virtual flashlight, ball shooter, wall toggler).
/// </summary>
public void InitializeToys()
{
foreach (var toy in Toys)
{
toy.Initialize();
}
}
/// <summary>
/// Basically the power button for the flashlight effect.
/// </summary>
public void EnableFlashlightCone(bool activate)
{
if (activate)
{
Toys[(int)ToyOption.Flashlight].Activate();
m_flashLightUnlocked = true;
if (!WorldBeyondManager.Instance.UsingHands)
{
m_toyIndexController = (int)ToyOption.Flashlight;
}
}
else
{
Toys[(int)ToyOption.Flashlight].Deactivate();
}
m_toyFlashlight.SetLightStrength(1.0f);
}
/// <summary>
/// The direction the light cone is pointing; not always forward, due to the wobbly head.
/// </summary>
public Vector3 GetFlashlightDirection()
{
return m_toyFlashlight ? m_toyFlashlight.LightVolume.transform.up : Vector3.forward;
}
/// <summary>
/// Assign the strength of the flashlight cone, based upon an evaluation of the curve set in the Inspector.
/// </summary>
public void SetFlickerTime(float normTime)
{
var flickerValue = 0.0f;
if (m_toyFlashlight) flickerValue = EvaluateFlickerCurve(normTime);
m_flickerFlashlightStrength = flickerValue;
if (!WorldBeyondManager.Instance.UsingHands)
{
m_toyFlashlight.SetLightStrength(flickerValue);
}
}
/// <summary>
/// Sample the flicker curve at a normalized time.
/// </summary>
public float EvaluateFlickerCurve(float normTime)
{
return m_toyFlashlight.FlickerStrength.Evaluate(normTime);
}
/// <summary>
/// Cleanly shut down the toys.
/// </summary>
public void DeactivateAllToys()
{
foreach (var toy in Toys)
{
toy.Deactivate();
}
}
/// <summary>
/// Show/hide the toy mesh.
/// </summary>
public void ShowToy(bool doShow)
{
MeshParent.SetActive(doShow);
ToyVisible = doShow;
}
/// <summary>
/// Prepare the proper toy, depending on the story chapter.
/// </summary>
public void SetToy(WorldBeyondManager.GameChapter forcedChapter)
{
switch (forcedChapter)
{
case WorldBeyondManager.GameChapter.Title:
case WorldBeyondManager.GameChapter.Introduction:
DeactivateAllToys();
ShowToy(false);
m_toyIndexController = (int)ToyOption.Flashlight;
m_toyIndexHand = (int)ToyOption.None;
m_canSwitchToys = false;
m_throwBallTaught = false;
m_wallToyUnlocked = false;
m_flashLightUnlocked = false;
m_ballTossCooldownFactor = 1.0f;
break;
case WorldBeyondManager.GameChapter.OppyBaitsYou:
DeactivateAllToys();
ShowToy(false);
m_canSwitchToys = false;
m_flashLightUnlocked = false;
m_toyFlashlight.SetLightStrength(WorldBeyondManager.Instance.UsingHands ? 0.0f : 1.0f);
break;
case WorldBeyondManager.GameChapter.SearchForOppy:
ShowToy(true);
m_canSwitchToys = false;
break;
case WorldBeyondManager.GameChapter.OppyExploresReality:
DeactivateAllToys();
ShowToy(true);
m_toyIndexController = (int)ToyOption.None;
m_toyIndexHand = (int)ToyOption.None;
m_canSwitchToys = false;
m_wallToyUnlocked = false;
break;
case WorldBeyondManager.GameChapter.TheGreatBeyond:
ShowToy(true);
m_canSwitchToys = true;
if (!WorldBeyondManager.Instance.UsingHands)
{
WorldBeyondTutorial.Instance.DisplayMessage(WorldBeyondTutorial.TutorialMessage.SwitchToy);
}
break;
case WorldBeyondManager.GameChapter.Ending:
m_canSwitchToys = true;
break;
}
}
/// <summary>
/// Activate the ball shooter component of the MultiToy.
/// </summary>
public void UnlockBallShooter()
{
if (!WorldBeyondManager.Instance.UsingHands)
{
//Ballcount can be 0 when using hands, and you are not able to change to pickup balls at this point when using controllers.
if (WorldBeyondManager.Instance.BallCount == 0)
{
// Give two free balls so that you don't get stuck
WorldBeyondManager.Instance.BallCount = 2;
}
UnlockToy_1.Play();
WorldBeyondTutorial.Instance.DisplayMessage(WorldBeyondTutorial.TutorialMessage.ShootBall);
Toys[(int)ToyOption.Flashlight].Deactivate();
Toys[(int)ToyOption.BallGun].Activate();
m_toyIndexController = (int)ToyOption.BallGun;
SetToyMesh(ToyOption.BallGun);
}
FlashlightLoop_1.Stop();
FlashlightAbsorbLoop_1.Stop();
}
/// <summary>
/// Activate the wall toggler component of the MultiToy.
/// </summary>
public void UnlockWallToy()
{
FlashlightLoop_1.Stop();
FlashlightAbsorbLoop_1.Stop();
UnlockToy_1.Play();
if (!WorldBeyondManager.Instance.UsingHands)
{
WorldBeyondTutorial.Instance.DisplayMessage(WorldBeyondTutorial.TutorialMessage.ShootWall);
Toys[(int)ToyOption.BallGun].Deactivate();
Toys[(int)ToyOption.WallToy].Activate();
m_toyIndexController = (int)ToyOption.WallToy;
SetToyMesh(ToyOption.WallToy);
}
else
{
WorldBeyondTutorial.Instance.DisplayMessage(WorldBeyondTutorial.TutorialMessage.AimWall);
}
m_wallToyUnlocked = true;
}
/// <summary>
/// Handler to abstract input.
/// </summary>
private bool TriggerPressed()
{
var triggerButton = WorldBeyondManager.Instance.GameController == OVRInput.Controller.RTouch ? OVRInput.RawButton.RIndexTrigger : OVRInput.RawButton.LIndexTrigger;
return OVRInput.GetDown(triggerButton);
}
/// <summary>
/// Handler to abstract input.
/// </summary>
private bool TriggerReleased()
{
var triggerButton = WorldBeyondManager.Instance.GameController == OVRInput.Controller.RTouch ? OVRInput.RawButton.RIndexTrigger : OVRInput.RawButton.LIndexTrigger;
return OVRInput.GetUp(triggerButton);
}
/// <summary>
/// Handler to abstract input.
/// </summary>
private bool TriggerHeld()
{
var triggerButton = WorldBeyondManager.Instance.GameController == OVRInput.Controller.RTouch ? OVRInput.RawButton.RIndexTrigger : OVRInput.RawButton.LIndexTrigger;
return OVRInput.Get(triggerButton);
}
/// <summary>
/// Cycle through toy options.
/// </summary>
private bool CycleToy(bool cycleForward)
{
var usingRightController = WorldBeyondManager.Instance.GameController == OVRInput.Controller.RTouch;
var rightCycleButton = cycleForward ? OVRInput.RawButton.RThumbstickRight : OVRInput.RawButton.RThumbstickLeft;
var leftCycleButton = cycleForward ? OVRInput.RawButton.LThumbstickRight : OVRInput.RawButton.LThumbstickLeft;
var selectionButton = usingRightController ? rightCycleButton : leftCycleButton;
return OVRInput.GetUp(selectionButton);
}
/// <summary>
/// Effectively, "lock" toy
/// </summary>
public void EndGame()
{
StopLoopingSound();
m_canSwitchToys = false;
}
/// <summary>
/// Kill all audio associated with Multitoy.
/// </summary>
public void StopLoopingSound()
{
WallToyLoop_1.Stop();
FlashlightLoop_1.Stop();
FlashlightAbsorbLoop_1.Stop();
if (m_audioSource)
{
m_audioSource.Stop();
}
}
/// <summary>
/// Self-explanatory.
/// </summary>
public bool IsFlashlightActive()
{
return m_toyIndexController == (int)ToyOption.Flashlight || m_toyIndexHand == (int)ToyOption.Flashlight;
}
/// <summary>
/// If the wall toy is active, and it's highlighting a valid surface.
/// </summary>
public bool IsWalltoyActive()
{
return m_roomFramer ? m_roomFramer.IsHighlightingWall() : false;
}
/// <summary>
/// Is player holding down the trigger while using the flashlight.
/// </summary>
public bool IsFlashlightAbsorbing()
{
return m_toyFlashlight.AbsorbingBall;
}
/// <summary>
/// Show the correct Multitoy attachment, depending on the toy
/// </summary>
public void SetToyMesh(ToyOption newToy)
{
AccessoryBase.SetActive(newToy != ToyOption.None);
AccessoryFlashlight.SetActive(newToy == ToyOption.Flashlight);
AccessoryBallGun.SetActive(newToy == ToyOption.BallGun);
AccessoryWallToy.SetActive(newToy == ToyOption.WallToy);
switch (newToy)
{
case ToyOption.Flashlight:
Animator.SetTrigger("SetFlashlight");
break;
case ToyOption.BallGun:
Animator.SetTrigger("SetShooter");
break;
case ToyOption.WallToy:
Animator.SetTrigger("SetWallBeam");
break;
}
}
/// <summary>
/// Toggle the passthrough mesh that occludes the Multitoy handle.
/// </summary>
public void ShowPassthroughGlove(bool doShow, bool isRightHand = true)
{
if (HandGlove)
{
HandGlove.gameObject.SetActive(doShow);
HandGlove.transform.localScale = new Vector3(isRightHand ? 1.0f : -1.0f, 1.0f, 1.0f);
}
}
/// <summary>
/// The starting point for any Multitoy effects.
/// </summary>
public Vector3 GetMuzzlePosition()
{
var endPosition = transform.position + transform.forward * 0.109f;
if (WorldBeyondManager.Instance.UsingHands)
{
var refHand = WorldBeyondManager.Instance.GetActiveHand();
return refHand.Bones[21].Transform.position;
}
return endPosition;
}
/// <summary>
/// Track & handle the UI prompt informing the player about the wall.
/// </summary>
public void PointingAtWall()
{
if (WorldBeyondTutorial.Instance.CurrentMessage == WorldBeyondTutorial.TutorialMessage.AimWall)
{
m_pointingAtWallTimer += Time.deltaTime;
if (m_pointingAtWallTimer >= 3.0f)
{
m_pointingAtWallTimer = 0.0f;
WorldBeyondTutorial.Instance.DisplayMessage(WorldBeyondTutorial.TutorialMessage.ShootWall);
}
}
}
/// <summary>
/// One-time set up of lightcone, depending on using hands or not.
/// </summary>
public void ChildLightCone(bool usingHands)
{
if (usingHands)
{
m_toyFlashlight.Flashlight.transform.SetParent(transform);
m_toyFlashlight.Flashlight.transform.localPosition = Vector3.zero;
m_toyFlashlight.Flashlight.transform.localRotation = Quaternion.identity;
}
else
{
m_toyFlashlight.Flashlight.transform.parent = m_toyFlashlight.LightBone;
m_toyFlashlight.Flashlight.transform.localPosition = -0.1f * Vector3.forward;
m_toyFlashlight.Flashlight.transform.localRotation = Quaternion.identity;
}
}
/// <summary>
/// Handle when a ball is grabbed, when using hands only.
/// </summary>
public void GrabBall(BallCollectable bc)
{
if (GrabbedBall)
{
return;
}
bc.AbsorbBall();
bc.SetState(BallCollectable.BallStatus.Grabbed);
GrabbedBall = bc;
WorldBeyondManager.Instance.DiscoveredBall(bc);
WorldBeyondTutorial.Instance.HideMessage(WorldBeyondTutorial.TutorialMessage.BallSearch);
if (!m_throwBallTaught)
{
WorldBeyondTutorial.Instance.DisplayMessage(WorldBeyondTutorial.TutorialMessage.ShootBall);
m_throwBallTaught = true;
}
}
/// <summary>
/// Handle when a ball is thrown, when using hands only.
/// </summary>
public void ThrewBall()
{
m_ballTossCooldownFactor = 0.0f;
GrabbedBall = null;
}
/// <summary>
/// When using hands, disable the toy's collision.
/// </summary>
public void EnableCollision(bool doEnable)
{
if (GetComponent<BoxCollider>())
{
GetComponent<BoxCollider>().enabled = doEnable;
}
}
/// <summary>
/// When pressing the Oculus button, hide the toy or else it snaps to the camera Position.
/// </summary>
private void OnApplicationFocus(bool pause)
{
if (WorldBeyondManager.Instance.CurrentChapter >= WorldBeyondManager.GameChapter.SearchForOppy)
{
if (m_toyIndexController < 0 || m_toyIndexController >= Toys.Length || Toys[m_toyIndexController] == null)
{
return;
}
ShowToy(pause);
if (pause)
{
Toys[m_toyIndexController].Activate();
}
else
{
Toys[m_toyIndexController].Deactivate();
}
}
}
public void UseHands(bool usingHands, bool rightHand = false)
{
if (usingHands)
{
if (ToyVisible && WorldBeyondManager.Instance.CurrentChapter >= WorldBeyondManager.GameChapter.SearchForOppy)
{
SetToyMesh(ToyOption.None);
}
ShowPassthroughGlove(false);
}
else
{
SetToyMesh((ToyOption)m_toyIndexController);
if (ToyVisible && WorldBeyondManager.Instance.CurrentChapter >= WorldBeyondManager.GameChapter.SearchForOppy)
{
ShowPassthroughGlove(true, rightHand);
}
}
m_toyFlashlight.SetLightStrength(usingHands ? 0.0f : 1.0f);
ChildLightCone(usingHands);
}
public ToyOption GetCurrentToy()
{
return WorldBeyondManager.Instance.UsingHands ? (ToyOption)m_toyIndexHand : (ToyOption)m_toyIndexController;
}
}
}