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station_obscurum_unity/Assets/Scripts/Player/PlayerInteractionHandler.cs
2023-03-13 19:59:59 -04:00

118 lines
4.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.VisualScripting;
using UnityEngine;
[RequireComponent(typeof(Collider))]
public class PlayerInteractionHandler : MonoBehaviour
{
private List<InteractableItem> itemsInRange= new List<InteractableItem>();
private List<HeavyInteractableItem> heavyItemsInRange = new List<HeavyInteractableItem>();
private Inventory invent;
[SerializeField]
private Light flashlight;
[SerializeField]
private GameObject flashlight3D;
[SerializeField]
private int materialIndex = 1;
private Material selMaterial;
private Color initColor;
private HeavyInteractableItem heavyInvent;
public bool IsCarrying { get { return heavyInvent !=null; } }
[SerializeField]
private Transform carryingPos;
// Start is called before the first frame update
void Start()
{
invent = this.transform.parent.GetComponent<Inventory>();
initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
}
// Update is called once per frame
void Update()
{
//
if(Input.GetButtonDown("Fire1"))
{
if(itemsInRange.Count > 0)
{
invent.AddItem(itemsInRange[0]);
itemsInRange[0].transform.gameObject.SetActive(false);
itemsInRange.Remove(itemsInRange[0]);
}
else if(heavyItemsInRange.Count > 0)
{
heavyInvent= heavyItemsInRange[0];
heavyInvent.transform.parent = carryingPos;
heavyInvent.transform.localPosition = Vector3.zero;
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyItemsInRange.Remove(heavyItemsInRange[0]);
heavyInvent.Disable();
heavyInvent.DisableAll();
}
}
if (Input.GetButtonDown("Fire2"))
{
flashlight.gameObject.SetActive(!flashlight.gameObject.activeSelf);
if (flashlight.gameObject.activeSelf)
{
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor);
selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0));
flashlight3D.gameObject.SetActive(true);
}
else
{
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0));
selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0));
flashlight3D.gameObject.SetActive(false);
}
}
}
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.GetComponent<InteractableItem>() != null)
{
InteractableItem item = other.gameObject.GetComponent<InteractableItem>();
if(item is InteractableItem && item is not HeavyInteractableItem)
{
((InteractableItem)item).Enable();
itemsInRange.Add(item);
}else if(item is HeavyInteractableItem)
{
((HeavyInteractableItem)item).Enable();
heavyItemsInRange.Add((HeavyInteractableItem)item);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.GetComponent<InteractableItem>() != null)
{
InteractableItem item = other.gameObject.GetComponent<InteractableItem>();
if (item is InteractableItem && item is not HeavyInteractableItem)
{
((InteractableItem)item).Disable();
itemsInRange.Remove(item);
}
else if (item is HeavyInteractableItem)
{
((HeavyInteractableItem)item).Disable();
//itemsInRange.Remove((HeavyInteractableItem)(item));
heavyItemsInRange.Remove((HeavyInteractableItem)item);
}
}
}
}