Interactables fully working now

This commit is contained in:
Michal Pikulski
2025-09-10 17:38:03 +02:00
parent 0ef25f265c
commit 3a40d1a151
8 changed files with 101 additions and 109 deletions

View File

@@ -151,4 +151,68 @@ public class InteractionOrchestrator : MonoBehaviour
interactable.CompleteInteraction(false);
}
}
// --- ITEM MANAGEMENT API ---
public void PickupItem(FollowerController follower, GameObject item)
{
if (item == null || follower == null) return;
item.SetActive(false);
item.transform.SetParent(null);
follower.SetHeldItemFromObject(item);
// Optionally: fire event, update UI, etc.
}
public void DropItem(FollowerController follower, Vector3 position)
{
var item = follower.GetHeldPickupObject();
if (item == null) return;
item.transform.position = position;
item.transform.SetParent(null);
item.SetActive(true);
follower.ClearHeldItem();
// Optionally: fire event, update UI, etc.
}
public void SlotItem(SlotItemBehavior slot, GameObject item)
{
if (slot == null || item == null) return;
item.SetActive(false);
item.transform.SetParent(null);
slot.SetSlottedObject(item);
// Optionally: update visuals, fire event, etc.
}
public void SwapItems(FollowerController follower, SlotItemBehavior slot)
{
var heldObj = follower.GetHeldPickupObject();
var slotObj = slot.GetSlottedObject();
// 1. Slot the follower's held object
SlotItem(slot, heldObj);
// 2. Give the slot's object to the follower
PickupItem(follower, slotObj);
}
public GameObject CombineItems(GameObject itemA, GameObject itemB)
{
if (itemA == null || itemB == null) return null;
var pickupA = itemA.GetComponent<Pickup>();
var pickupB = itemB.GetComponent<Pickup>();
if (pickupA == null || pickupB == null) {
if (itemA != null) Destroy(itemA);
if (itemB != null) Destroy(itemB);
return null;
}
var rule = GameManager.Instance.GetCombinationRule(pickupA.itemData, pickupB.itemData);
Vector3 spawnPos = itemA.transform.position;
if (rule != null && rule.resultPrefab != null) {
var newItem = Instantiate(rule.resultPrefab, spawnPos, Quaternion.identity);
Destroy(itemA);
Destroy(itemB);
return newItem;
}
// If no combination found, just destroy both
Destroy(itemA);
Destroy(itemB);
return null;
}
}