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private float range = 1; + + public InteractableItem Selected { get { return selected; } } + + // Start is called before the first frame update + void Start() + { + instance = this; + } + + void FixedUpdate() + { + Ray ray = cam.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit,range,layerMask:mask)) + { + if(selected!= null||hit.transform.gameObject==null) + { + selected.Disable(); + } + + selected = hit.transform.gameObject.GetComponent(); + selected.Enable(); + print(selected); + } + else + { + if (selected != null) + { + selected.Disable(); + } + + } + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/Interactable/ItemSelector.cs.meta b/Assets/Scripts/Interactable/ItemSelector.cs.meta new file mode 100644 index 0000000..f825779 --- /dev/null +++ b/Assets/Scripts/Interactable/ItemSelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9eb8c70704eba0741a0b281bc6ff3d8c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Item/InteractableItem.cs b/Assets/Scripts/Item/InteractableItem.cs index 561aa33..b1ea077 100644 --- a/Assets/Scripts/Item/InteractableItem.cs +++ b/Assets/Scripts/Item/InteractableItem.cs @@ -25,7 +25,7 @@ public abstract class InteractableItem : CarryableItem public void Enable() { - print("Enabled!"); + //print("Enabled!"); interactionCanvas.transform.LookAt((GameObject.FindGameObjectWithTag("MainCamera").transform.position)); interactionCanvas.transform.Rotate(0, 180, 0); target_alpha = 1; @@ -34,7 +34,7 @@ public abstract class InteractableItem : CarryableItem public void Disable() { - print("Disabled!"); + //print("Disabled!"); target_alpha = 0; isEnabled = true; } diff --git a/Assets/Scripts/Pistol.meta b/Assets/Scripts/Pistol.meta new file mode 100644 index 0000000..dcdb8cf --- /dev/null +++ b/Assets/Scripts/Pistol.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7cd9f53a6ff4b6443b3d5b95e50767e4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Pistol/PistolComponent.cs b/Assets/Scripts/Pistol/PistolComponent.cs new file mode 100644 index 0000000..5144929 --- /dev/null +++ b/Assets/Scripts/Pistol/PistolComponent.cs @@ -0,0 +1,68 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PistolComponent : MonoBehaviour +{ + [SerializeField] + private Light targetingLight; + + private bool IsEnabled = false; + + GameObject targetObject; + [SerializeField] + GameObject targetObjectPrefab; + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + + } + private void FixedUpdate() + { + if (this.IsEnabled) + { + Ray ray = new Ray(transform.position, transform.up); + RaycastHit hit; + if (Physics.Raycast(ray, out hit, 50)) + { + print(hit.transform.name); + targetObject.gameObject.transform.position = hit.point; + } + } + + + + + } + public void Enable() + { + IsEnabled = true; + if (targetObject == null) + { + targetObject = Instantiate(targetObjectPrefab); + + } + } + public void Disable() + { + IsEnabled = false; + if (targetObject != null) + { + Destroy(targetObject); + } + } + + public void LightToggle() { + this.targetingLight.gameObject.SetActive(!this.targetingLight.gameObject.activeSelf); + } + public bool IsLightOn { get { return this.targetingLight.gameObject.activeSelf; } } + +} diff --git a/Assets/Scripts/Pistol/PistolComponent.cs.meta b/Assets/Scripts/Pistol/PistolComponent.cs.meta new file mode 100644 index 0000000..86cc175 --- /dev/null +++ b/Assets/Scripts/Pistol/PistolComponent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a0bc8aa373bfbe44e91f0625324088be +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerAnimationController.cs b/Assets/Scripts/Player/PlayerAnimationController.cs index 8d2e032..e71458a 100644 --- a/Assets/Scripts/Player/PlayerAnimationController.cs +++ b/Assets/Scripts/Player/PlayerAnimationController.cs @@ -53,6 +53,7 @@ public class PlayerAnimationController : MonoBehaviour void Update() { animController.SetBool("IsCarrying", interactionHandler.IsCarrying); + animController.SetBool("HasGun",interactionHandler.GunEnabled); } } diff --git a/Assets/Scripts/Player/PlayerInteractionHandler.cs b/Assets/Scripts/Player/PlayerInteractionHandler.cs index d9ba434..d659459 100644 --- a/Assets/Scripts/Player/PlayerInteractionHandler.cs +++ b/Assets/Scripts/Player/PlayerInteractionHandler.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; +using System.Xml; using Unity.VisualScripting; using UnityEngine; @@ -17,6 +18,7 @@ public class PlayerInteractionHandler : MonoBehaviour private Light flashlight; [SerializeField] private GameObject flashlight3D; + private bool flashlightEnabled = true; [SerializeField] private int materialIndex = 1; private Material selMaterial; @@ -24,8 +26,16 @@ public class PlayerInteractionHandler : MonoBehaviour private HeavyInteractableItem heavyInvent; public bool IsCarrying { get { return heavyInvent !=null; } } + public bool GunEnabled { get { return this.gunEnabled; } } + private bool gunEnabled = false; [SerializeField] private Transform carryingPos; + + private ItemSelector itemSelector; + [SerializeField] + private bool useItemSelector = true; + [SerializeField] + private PistolComponent pistol; // Start is called before the first frame update @@ -35,13 +45,44 @@ public class PlayerInteractionHandler : MonoBehaviour invent = this.transform.parent.GetComponent(); initColor = flashlight3D.GetComponent().materials[materialIndex].GetColor("_BaseColor"); selMaterial = flashlight3D.GetComponent().materials[materialIndex]; - + itemSelector = ItemSelector.instance; + pistol.gameObject.SetActive(this.gunEnabled); + flashlightEnabled = this.flashlight.gameObject.activeSelf; } // Update is called once per frame void Update() { - // + if (itemSelector == null) + { + itemSelector = ItemSelector.instance; + } + + if (useItemSelector) + { + + InteractableItem item = this.itemSelector.Selected; + if(item != null) + { + if (item is HeavyInteractableItem) + { + heavyItemsInRange = new List() { (HeavyInteractableItem)item }; + itemsInRange = new List { item }; + print("Item:" + item.name); + } + else + { + itemsInRange = new List { item }; + heavyItemsInRange = new List(); + } + } + else + { + itemsInRange = new List(); + heavyItemsInRange = new List(); + } + + } if(Input.GetButtonDown("Fire1")) { if (!IsCarrying) @@ -103,22 +144,68 @@ public class PlayerInteractionHandler : MonoBehaviour } if (Input.GetButtonDown("Fire2")) { - flashlight.gameObject.SetActive(!flashlight.gameObject.activeSelf); - if (flashlight.gameObject.activeSelf) + print(this.GunEnabled); + if (!this.GunEnabled) { - flashlight3D.GetComponent().materials[materialIndex].SetColor("_BaseColor", initColor); - selMaterial.SetColor("_EmissionColor", new Color(255,255, 255, 255)); - flashlight3D.gameObject.SetActive(true); + + if (!flashlight.gameObject.activeSelf) + { + EnableFlashlight(); + } + else + { + DisableFlashlight(); + } } else { - flashlight3D.GetComponent().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0)); - selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0)); - flashlight3D.gameObject.SetActive(false); + this.pistol.LightToggle(); + } + + } + if (Input.GetButtonDown("Fire3")) + { + if (!this.IsCarrying) + { + this.gunEnabled = !this.gunEnabled; + if(!this.gunEnabled) + pistol.Disable(); + pistol.gameObject.SetActive(this.gunEnabled); + if (this.gunEnabled) + pistol.Enable(); + + } } + if (this.GunEnabled) + { + this.DisableFlashlight(); + } + else + { + + } + } + public void EnableFlashlight() + { + print("Enabling Flashlight..."); + flashlight.gameObject.SetActive(true); + flashlight3D.GetComponent().materials[materialIndex].SetColor("_BaseColor", initColor); + selMaterial.SetColor("_EmissionColor", new Color(255, 255, 255, 255)); + flashlight3D.gameObject.SetActive(true); + this.flashlightEnabled = true; + } + public void DisableFlashlight() + { + print("Disabling Flashlight..."); + flashlight.gameObject.SetActive(false); + flashlight3D.GetComponent().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0)); + selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0)); + flashlight3D.gameObject.SetActive(false); + this.flashlightEnabled = false; } + private void OnTriggerEnter(Collider other) { if(other.gameObject.GetComponent() != null) diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 0ee8080..605c2f2 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -12,7 +12,7 @@ TagManager: - - Water - UI - - + - Item - - -