using System.Collections; using System.Collections.Generic; using UnityEngine; namespace SimpleInventorySystem { [RequireComponent(typeof(Collider))] public class PickUp : MonoBehaviour { [Header("Pickup Attributes")] public ItemUI itemUI; public PickUpRange pickUpRange; [Header("Item Game Object Attributes")] public GameObject ItemGameObject; public Rigidbody ItemRigidBody; [Header("Item Game Object Transform Modifications")] public Vector3 alterPosition; public Vector3 alterRotation; public Vector3 alterScale = Vector3.one; //public SlotUI PlaceInContainerOfItemInSlot; // private private Vector3 oldPosition; private Vector3 oldRotation; private Vector3 oldScale; private Collider pickUpCollider; // Hidden In Inspector [HideInInspector] public TargetAttachment targetAttachment; // public public bool HadPickedUp { private set; get; } // Start is called before the first frame update void Start() { pickUpCollider = GetComponent(); if (!pickUpCollider.isTrigger) { Debug.LogWarning("PickUp: The collider should be a trigger."); } if(ItemGameObject == null) { Debug.LogError("PickUp: ItemGameObject should not be null."); } oldPosition = ItemGameObject.transform.localPosition; oldRotation = ItemGameObject.transform.localRotation.eulerAngles; oldScale = ItemGameObject.transform.localScale; //itemUI = Item.GetComponent(); if (itemUI == null) { Debug.LogError("PickUp: ItemUI must not be null."); } else { itemUI.pickUp = this; } pickUpRange = GetComponentInChildren(); if(pickUpRange == null) { Debug.LogError("PickUp: PickUpRange must not be null."); } else { pickUpRange.pickUp = this; } } public void SetItemGameObjectTransform(Vector3 newPosition, Vector3 newRotation, Vector3 newScale) { ItemGameObject.transform.localPosition = newPosition; ItemGameObject.transform.localRotation = Quaternion.Euler(newRotation); ItemGameObject.transform.localScale = newScale; } public void DropDownHandler(bool keepOldPosition = false) { if(keepOldPosition) ItemGameObject.transform.localPosition = oldPosition; ItemGameObject.transform.localRotation = Quaternion.Euler(oldRotation); ItemGameObject.transform.localScale = oldScale; HadPickedUp = false; pickUpCollider.enabled = true; pickUpRange.GetComponent().enabled = true; ItemRigidBody.isKinematic = false; ItemRigidBody.useGravity = true; } public void AlterItemGameObjectTransform() { ItemGameObject.transform.localPosition = alterPosition; ItemGameObject.transform.localRotation = Quaternion.Euler(alterRotation); if(alterScale != Vector3.zero && alterScale.x != 0 && alterScale.y != 0 && alterScale.z != 0) ItemGameObject.transform.localScale = alterScale; else { ItemGameObject.transform.localScale = Vector3.one; } } public void PickUpHandler() { if (!HadPickedUp) { if (itemUI.Equip()) { itemUI.transform.localRotation = Quaternion.Euler(new Vector3()); itemUI.transform.localScale = new Vector3(1, 1, 1); HadPickedUp = true; Debug.Log("Pickup: Equipped"); // TODO: Handle changing transform here //ItemGameObject.GetComponent<>; if (InventorySystem.instance.player.AttachItemGameObject(ItemGameObject, itemUI.ItemTag, itemUI)) { Debug.Log("Attached"); ItemGameObject.layer = LayerMask.NameToLayer("RenderTextureTarget"); ItemRigidBody.useGravity = false; ItemRigidBody.isKinematic = true; pickUpCollider.enabled = false; pickUpRange.GetComponent().enabled = false; } } else if (itemUI.Store()) { Debug.Log("Pickup: Stored"); } // assume there is no tsp, then try to drop in most available backpack slot /*else if (PlaceInContainerOfItemInSlot != null) { Debug.Log("Pickup: Trying to placing in container of item in slot"); if (PlaceInContainerOfItemInSlot.GetItemUI() != null && PlaceInContainerOfItemInSlot.GetItemUI().container != null) { GridUI grid = PlaceInContainerOfItemInSlot.GetItemUI().container.GetComponent(); if (grid != null) { if (grid.DropItemOnGrid(itemUI.gameObject)) { Debug.Log("PickUp: Placed in grid."); HadPickedUp = true; itemUI.transform.localPosition = new Vector3(0, 0, 0); itemUI.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0)); itemUI.transform.localScale = new Vector3(1, 1, 1); itemUI.SetOverrideSortingCanvasEnabled(true); // TODO: Handle changing transform here //ItemGameObject.GetComponent<>; if (InventorySystem.instance.player.AttachItemGameObject(ItemGameObject, itemUI.ItemTag, itemUI)) { pickUpCollider.enabled = false; pickUpRange.GetComponent().enabled = false; } return; } } } }*/ Debug.Log("Could not pick up"); } } // Update is called once per frame void Update() { } } }