updated doors
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using _PROJECT.NewHandPresence;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public enum GrabbingHand
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{
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Right,
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Left
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}
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public class DoorHandReplacer : MonoBehaviour
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{
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public GameObject LeftHand;
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public GameObject RightHand;
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public GameObject DoorSlab;
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public GameObject handle;
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public float DoorClosedTolerance = 5f;
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private GrabbingHand? hand = null; // nullable
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private SmartHandPresence currentHand = null;
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private bool isGrabbing;
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// Tracks all hands currently inside the trigger
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private HashSet<SmartHandPresence> handsInTrigger = new HashSet<SmartHandPresence>();
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public void ManifestDoorHand()
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{
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if (currentHand == null || hand == null) return;
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isGrabbing = true;
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switch (hand.Value)
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{
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case GrabbingHand.Left:
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RightHand.SetActive(false);
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LeftHand.SetActive(true);
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Debug.Log("Dissapearing hand");
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break;
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case GrabbingHand.Right:
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LeftHand.SetActive(false);
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RightHand.SetActive(true);
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Debug.Log("Dissapearing hand");
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break;
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}
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float doorSlabRotation = DoorSlab.transform.localRotation.y;
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if (Mathf.Abs(doorSlabRotation) < Mathf.Abs(DoorClosedTolerance)) // If door is closed
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{
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Animator animator = handle.GetComponent<Animator>();
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if (animator != null)
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{
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animator.SetTrigger("TurnHandle");
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}
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}
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}
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public void DeManifestDoorHand()
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{
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isGrabbing = false;
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LeftHand.SetActive(false);
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RightHand.SetActive(false);
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if (currentHand == null) return;
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}
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private void OnTriggerEnter(Collider other)
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{
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if (isGrabbing && other.GetComponentInParent<HandPresencePhysics>() != null) {
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if (other.gameObject.name.Contains("left", System.StringComparison.OrdinalIgnoreCase))
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{
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if (hand == GrabbingHand.Left) DeManifestDoorHand();
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isGrabbing = false;
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return;
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}
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else if (other.gameObject.name.Contains("right", System.StringComparison.OrdinalIgnoreCase))
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{
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if (hand == GrabbingHand.Right) DeManifestDoorHand();
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isGrabbing = false;
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return;
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}
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}
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if (isGrabbing) return;
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// IMPORTANT: in case hands have multiple colliders
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SmartHandPresence playerHand = other.GetComponentInParent<SmartHandPresence>();
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if (playerHand == null) return;
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handsInTrigger.Add(playerHand);
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currentHand = playerHand;
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string name = playerHand.gameObject.name;
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if (name.Contains("left", System.StringComparison.OrdinalIgnoreCase))
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{
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hand = GrabbingHand.Left;
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}
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else if (name.Contains("right", System.StringComparison.OrdinalIgnoreCase))
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{
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hand = GrabbingHand.Right;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (isGrabbing) return;
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SmartHandPresence playerHand = other.GetComponentInParent<SmartHandPresence>();
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if (playerHand == null) return;
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handsInTrigger.Remove(playerHand);
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// If no hands remain, clear everything
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if (handsInTrigger.Count == 0)
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{
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currentHand = null;
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hand = null;
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}
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else
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{
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// Pick any remaining hand as current
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foreach (var remainingHand in handsInTrigger)
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{
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currentHand = remainingHand;
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string name = remainingHand.gameObject.name;
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hand = name.Contains("left", System.StringComparison.OrdinalIgnoreCase)
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? GrabbingHand.Left
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: GrabbingHand.Right;
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break;
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}
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}
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}
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}
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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[ExecuteAlways]
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public class DoorNumber : MonoBehaviour
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{
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[SerializeField] private string roomNumber = "1234";
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[SerializeField] private GameObject[] digitPrefabs = new GameObject[10];
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[SerializeField] private Transform[] digitSlots = new Transform[4];
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private void OnValidate()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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EditorApplication.delayCall += DelayedUpdate;
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return;
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}
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#endif
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UpdateNumber();
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}
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#if UNITY_EDITOR
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private void DelayedUpdate()
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{
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if (this == null)
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return;
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UpdateNumber();
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}
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#endif
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private void ClearSlot(Transform slot)
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{
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if (slot == null)
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return;
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for (int i = slot.childCount - 1; i >= 0; i--)
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{
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DestroyImmediate(slot.GetChild(i).gameObject);
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}
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}
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private void UpdateNumber()
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{
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if (digitPrefabs == null || digitPrefabs.Length != 10)
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return;
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if (digitSlots == null || digitSlots.Length != 4)
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return;
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string number = roomNumber.PadLeft(4, '0');
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if (number.Length > 4)
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number = number.Substring(number.Length - 4);
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for (int i = 0; i < 4; i++)
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{
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Transform slot = digitSlots[i];
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if (slot == null)
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continue;
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ClearSlot(slot);
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int digit = number[i] - '0';
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if (digitPrefabs[digit] == null)
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continue;
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GameObject newDigit = Instantiate(
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digitPrefabs[digit],
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slot
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);
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newDigit.transform.localPosition = Vector3.zero;
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newDigit.transform.localRotation = Quaternion.identity;
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newDigit.transform.localScale = Vector3.one;
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}
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}
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}
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Reference in New Issue
Block a user