fixed item system
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File diff suppressed because it is too large
Load Diff
@ -2,7 +2,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class DoorInteractable : InteractableItem
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public class DoorInteractable : HeavyItemReceiver
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{
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[SerializeField]
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private Transform powerCoreCenter;
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@ -91,6 +91,8 @@ public override bool Interact(ref Inventory inventory,ref HeavyInteractableItem
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else if(insertedCore!=null&&heavyInvent==null)
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{
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heavyInvent = insertedCore;
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print("Picked up:" + heavyInvent.name);
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insertedCore = null;
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//get ref of player perhaps
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return true;
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}
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13
Assets/Scripts/Item/HeavyItemReceiver.cs
Normal file
13
Assets/Scripts/Item/HeavyItemReceiver.cs
Normal file
@ -0,0 +1,13 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public abstract class HeavyItemReceiver : InteractableItem
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{
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protected HeavyInteractableItem item;
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[SerializeField]
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[Tooltip("Specify the keyword search in the name of the item!")]
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protected string searchString;
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}
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11
Assets/Scripts/Item/HeavyItemReceiver.cs.meta
Normal file
11
Assets/Scripts/Item/HeavyItemReceiver.cs.meta
Normal file
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@ -43,7 +43,6 @@ private void FixedUpdate()
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, 50))
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{
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print(hit.transform.name);
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targetObject.gameObject.transform.position = hit.point;
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}
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}
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@ -50,6 +50,21 @@ void Start()
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flashlightEnabled = this.flashlight.gameObject.activeSelf;
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}
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private bool receiverInRange(out int index)
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{
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int i = 0;
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foreach(InteractableItem item in this.itemsInRange)
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{
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if(item is HeavyItemReceiver)
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{
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index = i;
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return true;
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}
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i++;
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}
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index = -1;
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return false;
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}
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// Update is called once per frame
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void Update()
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{
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@ -87,6 +102,8 @@ void Update()
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else if (heavyItemsInRange.Count > 0)
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{
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pickupFound = true;
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heavyInvent = heavyItemsInRange[0];
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heavyInvent.transform.parent = carryingPos;
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@ -95,6 +112,7 @@ void Update()
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heavyItemsInRange.Remove(heavyItemsInRange[0]);
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heavyInvent.Disable();
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heavyInvent.DisableAll();
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}
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if (!pickupFound)
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{
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@ -105,6 +123,20 @@ void Update()
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if (!item.Interact(ref invent, ref heavyInvent))
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{
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item.Interact();
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}else if(item is HeavyItemReceiver)
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{
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if(heavyInvent != null)
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{
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heavyInvent.transform.parent = carryingPos;
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heavyInvent.transform.localPosition = Vector3.zero;
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heavyInvent.transform.localEulerAngles = Vector3.zero;
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heavyItemsInRange.Remove(heavyInvent);
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heavyInvent.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
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heavyInvent.Disable();
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heavyInvent.DisableAll();
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}
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}
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}
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@ -113,10 +145,21 @@ void Update()
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}
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else
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{
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heavyInvent.transform.parent = null;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
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heavyInvent.EnableAll();
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heavyInvent = null;
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int refIndex;
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if (itemsInRange.Count > 0&&receiverInRange(out refIndex)) {
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((HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref this.invent, ref heavyInvent);
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heavyInvent = null;
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}
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else
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{
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heavyInvent.transform.parent = null;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = false;
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heavyInvent.EnableAll();
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heavyInvent = null;
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}
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}
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@ -126,7 +169,7 @@ void Update()
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}
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if (Input.GetButtonDown("Fire2"))
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{
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print(this.GunEnabled);
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//print(this.GunEnabled);
|
||||
if (!this.GunEnabled)
|
||||
{
|
||||
|
||||
@ -170,7 +213,7 @@ void Update()
|
||||
}
|
||||
public void EnableFlashlight()
|
||||
{
|
||||
print("Enabling Flashlight...");
|
||||
|
||||
flashlight.gameObject.SetActive(true);
|
||||
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor);
|
||||
selMaterial.SetColor("_EmissionColor", new Color(255, 255, 255, 255));
|
||||
@ -179,7 +222,7 @@ public void EnableFlashlight()
|
||||
}
|
||||
public void DisableFlashlight()
|
||||
{
|
||||
print("Disabling Flashlight...");
|
||||
|
||||
flashlight.gameObject.SetActive(false);
|
||||
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0));
|
||||
selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0));
|
||||
@ -188,7 +231,7 @@ public void DisableFlashlight()
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if(other.gameObject.GetComponent<InteractableItem>() != null)
|
||||
|
Loading…
Reference in New Issue
Block a user