Working slotting items
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@@ -31,11 +31,21 @@ namespace Interactions
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public UnityEvent onItemSlotted;
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public UnityEvent onItemSlotRemoved;
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// Native C# event alternative for code-only subscribers
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public event Action<PickupItemData> OnItemSlotRemoved;
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public UnityEvent onCorrectItemSlotted;
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// Native C# event alternative to the UnityEvent for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
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public UnityEvent onIncorrectItemSlotted;
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// Native C# event alternative for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
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public UnityEvent onForbiddenItemSlotted;
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// Native C# event alternative for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
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private PickupItemData _currentlySlottedItemData;
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public SpriteRenderer slottedItemRenderer;
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private GameObject _currentlySlottedItemObject = null;
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@@ -71,6 +81,7 @@ namespace Interactions
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{
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DebugUIMessage.Show("Can't place that here.", Color.red);
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onForbiddenItemSlotted?.Invoke();
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OnForbiddenItemSlotted?.Invoke(itemData, heldItemData);
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_currentState = ItemSlotState.Forbidden;
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Interactable.BroadcastInteractionComplete(false);
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return;
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@@ -86,6 +97,7 @@ namespace Interactions
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{
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FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
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onItemSlotRemoved?.Invoke();
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OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
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_currentState = ItemSlotState.None;
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SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
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return;
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@@ -130,12 +142,22 @@ namespace Interactions
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public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData, bool clearFollowerHeldItem = true)
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{
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// Cache the previous item data before clearing, needed for OnItemSlotRemoved event
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var previousItemData = _currentlySlottedItemData;
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bool wasSlotCleared = _currentlySlottedItemObject != null && itemToSlot == null;
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if (itemToSlot == null)
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{
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_currentlySlottedItemObject = null;
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_currentlySlottedItemData = null;
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// Clear state when no item is slotted
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_currentState = ItemSlotState.None;
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// Fire native event for slot clearing
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if (wasSlotCleared)
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{
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OnItemSlotRemoved?.Invoke(previousItemData);
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}
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}
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else
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{
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@@ -144,6 +166,7 @@ namespace Interactions
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SetSlottedObject(itemToSlot);
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_currentlySlottedItemData = itemToSlotData;
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}
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if (clearFollowerHeldItem)
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{
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FollowerController.ClearHeldItem();
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@@ -172,6 +195,7 @@ namespace Interactions
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{
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DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
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onIncorrectItemSlotted?.Invoke();
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OnIncorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
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_currentState = ItemSlotState.Incorrect;
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}
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Interactable.BroadcastInteractionComplete(false);
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