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