[Interactions] Pulver now swaps, slots and combines items
This commit is contained in:
17
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17
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@@ -2,3 +2,4 @@ https://joszs.itch.io/medieval-item-pack
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https://arongranberg.com/astar/ <- Free version
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assetstore.unity.com/packages/2d/fonts/fatality-fps-gaming-font-216954 <- for some debug stuff
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https://craftpix.net/freebies/free-top-down-animals-farm-pixel-art-sprites/ <- placeholder sprites
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https://bonvicio.itch.io/pixel-art-bonfire
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@@ -276,6 +276,12 @@ public class FollowerController : MonoBehaviour
|
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var pickup = hit.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
var slotBehavior = pickup.GetComponent<SlotItemBehavior>();
|
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if (slotBehavior != null)
|
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{
|
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// Slot item: do not destroy or swap, just return to player
|
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break;
|
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}
|
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if (justCombined)
|
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{
|
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// Combination: just destroy the pickup, don't spawn anything
|
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@@ -57,5 +57,16 @@ public class GameManager : MonoBehaviour
|
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}
|
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return null;
|
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}
|
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|
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public GameSettings.SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
|
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{
|
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if (gameSettings == null || gameSettings.slotItemConfigs == null || slotItem == null) return null;
|
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foreach (var config in gameSettings.slotItemConfigs)
|
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{
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if (config.slotItem == slotItem)
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return config;
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}
|
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return null;
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}
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// Add more accessors as needed
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}
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@@ -35,8 +35,16 @@ public class GameSettings : ScriptableObject
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public PickupItemData result;
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}
|
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[Header("Combination Rules")]
|
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[System.Serializable]
|
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public class SlotItemConfig {
|
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public PickupItemData slotItem; // The slot object (SO reference)
|
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public System.Collections.Generic.List<PickupItemData> allowedItems;
|
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public System.Collections.Generic.List<PickupItemData> forbiddenItems;
|
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}
|
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|
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[Header("Item Configuration")]
|
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public System.Collections.Generic.List<CombinationRule> combinationRules;
|
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public System.Collections.Generic.List<SlotItemConfig> slotItemConfigs;
|
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|
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// Singleton pattern
|
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private static GameSettings _instance;
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@@ -127,6 +127,15 @@ public class Pickup : MonoBehaviour
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playerController.OnArrivedAtTarget += OnPlayerArrived;
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playerController.OnMoveToCancelled += OnPlayerMoveCancelled;
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Vector3 stopPoint = transform.position + (playerObj.transform.position - transform.position).normalized * playerStopDistance;
|
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playerController.MoveToAndNotify(stopPoint);
|
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float dist = Vector2.Distance(new Vector2(playerObj.transform.position.x, playerObj.transform.position.y), new Vector2(stopPoint.x, stopPoint.y));
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if (dist <= 0.2f)
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{
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// Already within stop range, trigger arrival logic immediately
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OnPlayerArrived();
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}
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else
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{
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playerController.MoveToAndNotify(stopPoint);
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}
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}
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}
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96
Assets/Scripts/SlotItemBehavior.cs
Normal file
96
Assets/Scripts/SlotItemBehavior.cs
Normal file
@@ -0,0 +1,96 @@
|
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using UnityEngine;
|
||||
using UnityEngine.Events;
|
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using System.Collections.Generic;
|
||||
|
||||
[RequireComponent(typeof(Interactable))]
|
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[RequireComponent(typeof(Pickup))]
|
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public class SlotItemBehavior : InteractionRequirementBase
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{
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[Header("Slot State")]
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public PickupItemData currentlySlottedItem;
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public SpriteRenderer slottedItemRenderer;
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public override bool TryInteract(FollowerController follower)
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{
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var heldItem = follower.currentlyHeldItem;
|
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var pickup = GetComponent<Pickup>();
|
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var slotItem = pickup != null ? pickup.itemData : null;
|
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var config = GameManager.Instance.GetSlotItemConfig(slotItem);
|
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var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
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var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
|
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|
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// CASE 1: No held item, slot has item -> pick up slotted item
|
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if (heldItem == null && currentlySlottedItem != null)
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{
|
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follower.SetHeldItem(currentlySlottedItem);
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currentlySlottedItem = null;
|
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UpdateSlottedSprite();
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return true;
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}
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// CASE 2: Held item, slot has item -> swap
|
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if (heldItem != null && currentlySlottedItem != null)
|
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{
|
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var temp = currentlySlottedItem;
|
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currentlySlottedItem = heldItem;
|
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UpdateSlottedSprite();
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follower.SetHeldItem(temp);
|
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return true;
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}
|
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// CASE 3: Held item, slot empty -> slot the held item
|
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if (heldItem != null && currentlySlottedItem == null)
|
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{
|
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if (forbidden.Contains(heldItem))
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{
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DebugUIMessage.Show("Can't place that here.");
|
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return false;
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}
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currentlySlottedItem = heldItem;
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UpdateSlottedSprite();
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follower.SetHeldItem(null);
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if (allowed.Contains(heldItem))
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{
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OnSuccess?.Invoke();
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return true;
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}
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else
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{
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DebugUIMessage.Show("I'm not sure this works.");
|
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OnFailure?.Invoke();
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return true;
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}
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}
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// CASE 4: No held item, slot empty -> show warning
|
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if (heldItem == null && currentlySlottedItem == null)
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{
|
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DebugUIMessage.Show("This requires an item.");
|
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return false;
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}
|
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return false;
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}
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|
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private void UpdateSlottedSprite()
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{
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if (slottedItemRenderer != null && currentlySlottedItem != null && currentlySlottedItem.mapSprite != null)
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{
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slottedItemRenderer.sprite = currentlySlottedItem.mapSprite;
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// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
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float desiredHeight = GameManager.Instance.HeldIconDisplayHeight;
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var sprite = currentlySlottedItem.mapSprite;
|
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float spriteHeight = sprite.bounds.size.y;
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float spriteWidth = sprite.bounds.size.x;
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Vector3 parentScale = slottedItemRenderer.transform.parent != null
|
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? slottedItemRenderer.transform.parent.localScale
|
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: Vector3.one;
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if (spriteHeight > 0f)
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{
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float uniformScale = desiredHeight / spriteHeight;
|
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float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
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slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
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}
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}
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else if (slottedItemRenderer != null)
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{
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slottedItemRenderer.sprite = null;
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}
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}
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}
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3
Assets/Scripts/SlotItemBehavior.cs.meta
Normal file
3
Assets/Scripts/SlotItemBehavior.cs.meta
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Reference in New Issue
Block a user