256 lines
8.3 KiB
C#
256 lines
8.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Xml;
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using Unity.VisualScripting;
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using UnityEngine;
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[RequireComponent(typeof(Collider))]
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public class PlayerInteractionHandler : MonoBehaviour
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{
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private List<InteractableItem> itemsInRange= new List<InteractableItem>();
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private List<HeavyInteractableItem> heavyItemsInRange = new List<HeavyInteractableItem>();
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private Inventory invent;
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public Inventory Inventory { get { return invent; } }
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public static PlayerInteractionHandler instance;
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[SerializeField]
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private Light flashlight;
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[SerializeField]
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private GameObject flashlight3D;
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private bool flashlightEnabled = true;
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[SerializeField]
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private int materialIndex = 1;
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private Material selMaterial;
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private Color initColor;
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private HeavyInteractableItem heavyInvent;
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public bool IsCarrying { get { return heavyInvent !=null; } }
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public bool GunEnabled { get { return this.gunEnabled; } }
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private bool gunEnabled = false;
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[SerializeField]
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private Transform carryingPos;
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private ItemSelector itemSelector;
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[SerializeField]
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private bool useItemSelector = true;
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[SerializeField]
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private PistolComponent pistol;
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// Start is called before the first frame update
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void Start()
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{
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instance = this;
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invent = this.transform.parent.GetComponent<Inventory>();
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initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
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selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
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itemSelector = ItemSelector.instance;
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pistol.gameObject.SetActive(this.gunEnabled);
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flashlightEnabled = this.flashlight.gameObject.activeSelf;
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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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if (itemSelector == null)
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{
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itemSelector = ItemSelector.instance;
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}
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if (useItemSelector)
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{
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InteractableItem item = this.itemSelector.Selected;
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if(item != null)
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{
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if (item is HeavyInteractableItem)
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{
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heavyItemsInRange = new List<HeavyInteractableItem>() { (HeavyInteractableItem)item };
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itemsInRange = new List<InteractableItem> { item };
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print("Item:" + item.name);
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}
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else
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{
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itemsInRange = new List<InteractableItem> { item };
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heavyItemsInRange = new List<HeavyInteractableItem>();
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}
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}
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else
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{
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itemsInRange = new List<InteractableItem>();
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heavyItemsInRange = new List<HeavyInteractableItem>();
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}
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}
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if(Input.GetButtonDown("Fire1"))
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{
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if (this.GunEnabled)
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{
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this.pistol.Fire();
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}
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else
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{
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if (!IsCarrying)
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{
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int t_index = 0;
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bool pickupFound = false;
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if (itemsInRange.Count > 0)
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{
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while (t_index < itemsInRange.Count && !itemsInRange[t_index].CanPickup)
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{
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t_index++;
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}
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if (t_index != itemsInRange.Count)
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{
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pickupFound = true;
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invent.AddItem(itemsInRange[t_index]);
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itemsInRange[0].transform.gameObject.SetActive(false);
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itemsInRange.Remove(itemsInRange[t_index]);
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}
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}
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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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heavyInvent.transform.localPosition = Vector3.zero;
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heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
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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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foreach (InteractableItem item in itemsInRange)
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{
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if (!item.CanPickup)
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{
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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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}
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}
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}
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}
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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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}
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if (Input.GetButtonDown("Fire2"))
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{
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print(this.GunEnabled);
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if (!this.GunEnabled)
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{
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if (!flashlight.gameObject.activeSelf)
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{
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EnableFlashlight();
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}
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else
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{
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DisableFlashlight();
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}
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}
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else
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{
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this.pistol.LightToggle();
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}
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}
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if (Input.GetButtonDown("Fire3"))
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{
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if (!this.IsCarrying)
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{
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this.gunEnabled = !this.gunEnabled;
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if(!this.gunEnabled)
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pistol.Disable();
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pistol.gameObject.SetActive(this.gunEnabled);
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if (this.gunEnabled)
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pistol.Enable();
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}
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}
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if (this.GunEnabled)
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{
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this.DisableFlashlight();
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}
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else
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{
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}
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}
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public void EnableFlashlight()
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{
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print("Enabling Flashlight...");
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flashlight.gameObject.SetActive(true);
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flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor);
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selMaterial.SetColor("_EmissionColor", new Color(255, 255, 255, 255));
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flashlight3D.gameObject.SetActive(true);
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this.flashlightEnabled = true;
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}
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public void DisableFlashlight()
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{
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print("Disabling Flashlight...");
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flashlight.gameObject.SetActive(false);
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flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0));
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selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0));
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flashlight3D.gameObject.SetActive(false);
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this.flashlightEnabled = false;
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}
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private void OnTriggerEnter(Collider other)
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{
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/* if(other.gameObject.GetComponent<InteractableItem>() != null)
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{
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InteractableItem item = other.gameObject.GetComponent<InteractableItem>();
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if(item is InteractableItem && item is not HeavyInteractableItem)
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{
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((InteractableItem)item).Enable();
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itemsInRange.Add(item);
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}else if(item is HeavyInteractableItem)
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{
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((HeavyInteractableItem)item).Enable();
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heavyItemsInRange.Add((HeavyInteractableItem)item);
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}
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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 (other.gameObject.GetComponent<InteractableItem>() != null)
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{
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InteractableItem item = other.gameObject.GetComponent<InteractableItem>();
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if (item is InteractableItem && item is not HeavyInteractableItem)
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{
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((InteractableItem)item).Disable();
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itemsInRange.Remove(item);
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}
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else if (item is HeavyInteractableItem)
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{
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((HeavyInteractableItem)item).Disable();
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//itemsInRange.Remove((HeavyInteractableItem)(item));
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heavyItemsInRange.Remove((HeavyInteractableItem)item);
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}
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}*/
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}
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}
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