217 lines
8.7 KiB
C#
217 lines
8.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using System; // for Action<T>
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using Core; // register with ItemManager
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namespace Interactions
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{
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// New enum describing possible states for the slotted item
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public enum ItemSlotState
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{
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None,
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Correct,
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Incorrect,
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Forbidden
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}
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/// <summary>
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/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
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/// </summary>
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[RequireComponent(typeof(Interactable))]
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public class ItemSlot : Pickup
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{
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// Tracks the current state of the slotted item
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private ItemSlotState _currentState = ItemSlotState.None;
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/// <summary>
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/// Read-only access to the current slotted item state.
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/// </summary>
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public ItemSlotState CurrentSlottedState => _currentState;
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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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public GameObject GetSlottedObject()
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{
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return _currentlySlottedItemObject;
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}
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public void SetSlottedObject(GameObject obj)
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{
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_currentlySlottedItemObject = obj;
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if (_currentlySlottedItemObject != null)
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{
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_currentlySlottedItemObject.SetActive(false);
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}
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}
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protected override void OnCharacterArrived()
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{
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Debug.Log("[ItemSlot] OnCharacterArrived");
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var heldItemData = FollowerController.CurrentlyHeldItemData;
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var heldItemObj = FollowerController.GetHeldPickupObject();
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var config = GameManager.Instance.GetSlotItemConfig(itemData);
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var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
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// Held item, slot empty -> try to slot item
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if (heldItemData != null && _currentlySlottedItemObject == null)
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{
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// First check for forbidden items at the very start so we don't continue unnecessarily
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if (PickupItemData.ListContainsEquivalent(forbidden, heldItemData))
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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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}
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SlotItem(heldItemObj, heldItemData, true);
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return;
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}
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// Either pickup or swap items
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if ((heldItemData == null && _currentlySlottedItemObject != null)
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|| (heldItemData != null && _currentlySlottedItemObject != null))
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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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}
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// No held item, slot empty -> show warning
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if (heldItemData == null && _currentlySlottedItemObject == null)
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{
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DebugUIMessage.Show("This requires an item.", Color.red);
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return;
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}
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}
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/// <summary>
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/// Updates the sprite and scale for the currently slotted item.
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/// </summary>
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private void UpdateSlottedSprite()
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{
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if (slottedItemRenderer != null && _currentlySlottedItemData != null && _currentlySlottedItemData.mapSprite != null)
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{
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slottedItemRenderer.sprite = _currentlySlottedItemData.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 = _currentlySlottedItemData.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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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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itemToSlot.SetActive(false);
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itemToSlot.transform.SetParent(null);
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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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}
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UpdateSlottedSprite();
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// Once an item is slotted, we know it is not forbidden, so we can skip that check, but now check if it was
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// the correct item we're looking for
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var config = GameManager.Instance.GetSlotItemConfig(itemData);
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var allowed = config?.allowedItems ?? new List<PickupItemData>();
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if (PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
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{
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if (itemToSlot != null)
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{
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DebugUIMessage.Show("You correctly slotted " + itemToSlotData.itemName + " into: " + itemData.itemName, Color.green);
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onCorrectItemSlotted?.Invoke();
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OnCorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
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_currentState = ItemSlotState.Correct;
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}
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Interactable.BroadcastInteractionComplete(true);
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}
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else
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{
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if (itemToSlot != null)
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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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}
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}
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// Register with ItemManager when enabled
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void Start()
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{
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ItemManager.Instance?.RegisterItemSlot(this);
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}
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void OnDestroy()
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{
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ItemManager.Instance?.UnregisterItemSlot(this);
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}
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}
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}
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