Files
AppleHillsProduction/Assets/Scripts/Interactable.cs
2025-09-05 14:10:58 +02:00

65 lines
2.2 KiB
C#

using UnityEngine;
using System;
public class Interactable : MonoBehaviour, ITouchInputConsumer
{
public event Action StartedInteraction;
public event Action<bool> InteractionComplete;
private ObjectiveStepBehaviour stepBehaviour;
void Awake()
{
stepBehaviour = GetComponent<ObjectiveStepBehaviour>();
}
// Implement new ITouchInputConsumer contract
public void OnTap(Vector2 worldPosition)
{
Debug.Log($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
StartedInteraction?.Invoke();
}
public void OnDragStart(Vector2 worldPosition) { }
public void OnDrag(Vector2 worldPosition) { }
public void OnDragEnd(Vector2 worldPosition) { }
public void OnHoldStart(Vector2 worldPosition) { /* No hold behavior for interactables */ }
public void OnHold(Vector2 worldPosition) { /* No hold behavior for interactables */ }
public void OnHoldEnd(Vector2 worldPosition) { /* No hold behavior for interactables */ }
// Called when the follower arrives at this interactable
public bool OnFollowerArrived(FollowerController follower)
{
// Check if step is locked here
if (stepBehaviour != null && !stepBehaviour.IsStepUnlocked())
{
DebugUIMessage.Show("Item is not unlocked yet");
Debug.Log("[Puzzles] Tried to interact with locked step: " + gameObject.name);
InteractionComplete?.Invoke(false);
return false;
}
var requirements = GetComponents<InteractionRequirementBase>();
if (requirements.Length == 0)
{
InteractionComplete?.Invoke(true);
return true;
}
bool anySuccess = false;
foreach (var req in requirements)
{
if (req.TryInteract(follower))
{
anySuccess = true;
break;
}
}
InteractionComplete?.Invoke(anySuccess);
if (!anySuccess)
{
Debug.Log($"[Interactable] No interaction requirements succeeded for {gameObject.name}");
// Optionally trigger a default failure event or feedback here
}
return anySuccess;
}
}