Fix slot items to fully work with the stashing prefab flow
This commit is contained in:
committed by
Michal Pikulski
parent
a8d398e097
commit
5804b170d0
@@ -19,6 +19,45 @@ public class SlotItemBehavior : InteractionRequirementBase
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/// </summary>
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public SpriteRenderer slottedItemRenderer;
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private GameObject _cachedSlottedObject = null;
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// Helper for slotting an object, with option to skip destruction (for swap)
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private void SetSlottedObject(GameObject obj)
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{
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_cachedSlottedObject = obj;
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if (_cachedSlottedObject != null)
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{
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_cachedSlottedObject.SetActive(false);
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}
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}
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private void RemoveSlottedObject()
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{
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if (_cachedSlottedObject != null)
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{
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Destroy(_cachedSlottedObject);
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_cachedSlottedObject = null;
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}
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}
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private void CacheSlottedObject(GameObject obj)
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{
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// Only destroy if not swapping
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RemoveSlottedObject();
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SetSlottedObject(obj);
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}
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private void RestoreSlottedObject(Vector3 position)
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{
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if (_cachedSlottedObject != null)
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{
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_cachedSlottedObject.transform.position = position;
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_cachedSlottedObject.transform.SetParent(null);
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_cachedSlottedObject.SetActive(true);
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_cachedSlottedObject = null;
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}
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}
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/// <summary>
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/// Attempts to interact with the slot, handling slotting, swapping, or picking up items.
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/// </summary>
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@@ -27,6 +66,7 @@ public class SlotItemBehavior : InteractionRequirementBase
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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 heldObj = follower.GetHeldPickupObject();
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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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@@ -34,33 +74,44 @@ public class SlotItemBehavior : InteractionRequirementBase
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var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
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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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if (heldItem == null && _cachedSlottedObject != null)
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{
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follower.SetHeldItem(currentlySlottedItem);
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follower.SetHeldItemFromObject(_cachedSlottedObject);
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RemoveSlottedObject();
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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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if (heldItem != null && _cachedSlottedObject != null)
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{
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var temp = currentlySlottedItem;
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currentlySlottedItem = heldItem;
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var followerHeldObj = heldObj;
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var followerHeldItem = heldItem;
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var slotObj = _cachedSlottedObject;
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var slotItemData = currentlySlottedItem;
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// 1. Slot the follower's held object (do NOT destroy the old one)
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SetSlottedObject(followerHeldObj);
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currentlySlottedItem = followerHeldItem;
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UpdateSlottedSprite();
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follower.SetHeldItem(temp);
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// 2. Give the slot's object to the follower
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follower.SetHeldItemFromObject(slotObj);
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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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if (heldItem != null && _cachedSlottedObject == 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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CacheSlottedObject(heldObj);
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currentlySlottedItem = heldItem;
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UpdateSlottedSprite();
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follower.SetHeldItem(null);
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follower.ClearHeldItem();
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if (allowed.Contains(heldItem))
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{
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OnSuccess?.Invoke();
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@@ -74,7 +125,7 @@ public class SlotItemBehavior : InteractionRequirementBase
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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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if (heldItem == null && _cachedSlottedObject == 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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@@ -110,4 +161,9 @@ public class SlotItemBehavior : InteractionRequirementBase
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slottedItemRenderer.sprite = null;
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}
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}
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void Update()
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{
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Debug.Log($"[SlotItemBehavior] _cachedSlottedObject: {_cachedSlottedObject} (GameObject name: {(_cachedSlottedObject != null ? _cachedSlottedObject.name : "null")})", this);
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}
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}
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