using System.Collections.Generic;
using UnityEngine;
using System.Collections;
using Hashtable = ExitGames.Client.Photon.Hashtable;
///
/// Makes a scene object pickup-able. Needs a PhotonView which belongs to the scene.
///
/// Includes a OnPhotonSerializeView implementation that
[RequireComponent(typeof(PhotonView))]
public class PickupItem : Photon.MonoBehaviour, IPunObservable
{
///Enables you to define a timeout when the picked up item should re-spawn at the same place it was before.
///
/// Set in Inspector per GameObject! The value in code is just the default.
///
/// If you don't want an item to respawn, set SecondsBeforeRespawn == 0.
/// If an item does not respawn, it could be consumed or carried around and dropped somewhere else.
///
/// A respawning item should stick to a fixed position. It should not be observed at all (in any PhotonView).
/// It can only be consumed and can't be dropped somewhere else (cause that would double the item).
///
/// This script uses PunRespawn() as RPC and as method that gets called by Invoke() after a timeout.
/// No matter if the item respawns timed or by Drop, that method makes sure (temporary) owner and other status-values
/// are being re-set.
///
public float SecondsBeforeRespawn = 2;
/// The most likely trigger to pick up an item. Set in inspector!
/// Edit the collider and set collision masks to avoid pickups by random objects.
public bool PickupOnTrigger;
/// If the pickup item is currently yours. Interesting in OnPickedUp(PickupItem item).
public bool PickupIsMine;
/// GameObject to send an event "OnPickedUp(PickupItem item)" to.
///
/// Implement OnPickedUp(PickupItem item) {} in some script on the linked game object.
/// The item will be "this" and item.PickupIsMine will help you to find if this pickup was done by "this player".
///
public MonoBehaviour OnPickedUpCall;
// these values are internally used. they are public for debugging only
/// If this client sent a pickup. To avoid sending multiple pickup requests before reply is there.
public bool SentPickup;
/// Timestamp when to respawn the item (compared to PhotonNetwork.time).
public double TimeOfRespawn; // needed when we want to update new players when a PickupItem respawns
///
public int ViewID { get { return this.photonView.viewID; } }
public static HashSet DisabledPickupItems = new HashSet();
public void OnTriggerEnter(Collider other)
{
// we only call Pickup() if "our" character collides with this PickupItem.
// note: if you "position" remote characters by setting their translation, triggers won't be hit.
PhotonView otherpv = other.GetComponent();
if (this.PickupOnTrigger && otherpv != null && otherpv.isMine)
{
//Debug.Log("OnTriggerEnter() calls Pickup().");
this.Pickup();
}
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
// read the description in SecondsBeforeRespawn
if (stream.isWriting && SecondsBeforeRespawn <= 0)
{
stream.SendNext(this.gameObject.transform.position);
}
else
{
// this will directly apply the last received position for this PickupItem. No smoothing. Usually not needed though.
Vector3 lastIncomingPos = (Vector3)stream.ReceiveNext();
this.gameObject.transform.position = lastIncomingPos;
}
}
public void Pickup()
{
if (this.SentPickup)
{
// skip sending more pickups until the original pickup-RPC got back to this client
return;
}
this.SentPickup = true;
this.photonView.RPC("PunPickup", PhotonTargets.AllViaServer);
}
/// Makes use of RPC PunRespawn to drop an item (sent through server for all).
public void Drop()
{
if (this.PickupIsMine)
{
this.photonView.RPC("PunRespawn", PhotonTargets.AllViaServer);
}
}
/// Makes use of RPC PunRespawn to drop an item (sent through server for all).
public void Drop(Vector3 newPosition)
{
if (this.PickupIsMine)
{
this.photonView.RPC("PunRespawn", PhotonTargets.AllViaServer, newPosition);
}
}
[PunRPC]
public void PunPickup(PhotonMessageInfo msgInfo)
{
// when this client's RPC gets executed, this client no longer waits for a sent pickup and can try again
if (msgInfo.sender.IsLocal) this.SentPickup = false;
// In this solution, picked up items are disabled. They can't be picked up again this way, etc.
// You could check "active" first, if you're not interested in failed pickup-attempts.
if (!this.gameObject.GetActive())
{
// optional logging:
Debug.Log("Ignored PU RPC, cause item is inactive. " + this.gameObject + " SecondsBeforeRespawn: " + SecondsBeforeRespawn + " TimeOfRespawn: " + this.TimeOfRespawn + " respawn in future: " + (TimeOfRespawn > PhotonNetwork.time));
return; // makes this RPC being ignored
}
// if the RPC isn't ignored by now, this is a successful pickup. this might be "my" pickup and we should do a callback
this.PickupIsMine = msgInfo.sender.IsLocal;
// call the method OnPickedUp(PickupItem item) if a GameObject was defined as callback target
if (this.OnPickedUpCall != null)
{
// you could also skip callbacks for items that are not picked up by this client by using: if (this.PickupIsMine)
this.OnPickedUpCall.SendMessage("OnPickedUp", this);
}
// setup a respawn (or none, if the item has to be dropped)
if (SecondsBeforeRespawn <= 0)
{
this.PickedUp(0.0f); // item doesn't auto-respawn. must be dropped
}
else
{
// how long it is until this item respanws, depends on the pickup time and the respawn time
double timeSinceRpcCall = (PhotonNetwork.time - msgInfo.timestamp);
double timeUntilRespawn = SecondsBeforeRespawn - timeSinceRpcCall;
//Debug.Log("msg timestamp: " + msgInfo.timestamp + " time until respawn: " + timeUntilRespawn);
if (timeUntilRespawn > 0)
{
this.PickedUp((float)timeUntilRespawn);
}
}
}
internal void PickedUp(float timeUntilRespawn)
{
// this script simply disables the GO for a while until it respawns.
this.gameObject.SetActive(false);
PickupItem.DisabledPickupItems.Add(this);
this.TimeOfRespawn = 0;
if (timeUntilRespawn > 0)
{
this.TimeOfRespawn = PhotonNetwork.time + timeUntilRespawn;
Invoke("PunRespawn", timeUntilRespawn);
}
}
[PunRPC]
internal void PunRespawn(Vector3 pos)
{
Debug.Log("PunRespawn with Position.");
this.PunRespawn();
this.gameObject.transform.position = pos;
}
[PunRPC]
internal void PunRespawn()
{
#if DEBUG
// debugging: in some cases, the respawn is "late". it's unclear why! just be aware of this.
double timeDiffToRespawnTime = PhotonNetwork.time - this.TimeOfRespawn;
if (timeDiffToRespawnTime > 0.1f) Debug.LogWarning("Spawn time is wrong by: " + timeDiffToRespawnTime + " (this is not an error. you just need to be aware of this.)");
#endif
// if this is called from another thread, we might want to do this in OnEnable() instead of here (depends on Invoke's implementation)
PickupItem.DisabledPickupItems.Remove(this);
this.TimeOfRespawn = 0;
this.PickupIsMine = false;
if (this.gameObject != null)
{
this.gameObject.SetActive(true);
}
}
}