Files
AppleHillsProduction/Assets/Scripts/Interactions/SlotItemBehavior.cs
2025-09-09 10:23:00 +02:00

165 lines
5.7 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
/// <summary>
/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
/// </summary>
[RequireComponent(typeof(Interactable))]
[RequireComponent(typeof(Pickup))]
public class SlotItemBehavior : InteractionRequirementBase
{
[Header("Slot State")]
/// <summary>
/// The item currently slotted in this slot.
/// </summary>
public PickupItemData currentlySlottedItem;
/// <summary>
/// The renderer for the slotted item's sprite.
/// </summary>
public SpriteRenderer slottedItemRenderer;
private GameObject _cachedSlottedObject = null;
// Helper for slotting an object, with option to skip destruction (for swap)
private void SetSlottedObject(GameObject obj)
{
_cachedSlottedObject = obj;
if (_cachedSlottedObject != null)
{
_cachedSlottedObject.SetActive(false);
}
}
private void RemoveSlottedObject()
{
if (_cachedSlottedObject != null)
{
Destroy(_cachedSlottedObject);
_cachedSlottedObject = null;
}
}
private void CacheSlottedObject(GameObject obj)
{
// Only destroy if not swapping
RemoveSlottedObject();
SetSlottedObject(obj);
}
private void RestoreSlottedObject(Vector3 position)
{
if (_cachedSlottedObject != null)
{
_cachedSlottedObject.transform.position = position;
_cachedSlottedObject.transform.SetParent(null);
_cachedSlottedObject.SetActive(true);
_cachedSlottedObject = null;
}
}
/// <summary>
/// Attempts to interact with the slot, handling slotting, swapping, or picking up items.
/// </summary>
/// <param name="follower">The follower attempting the interaction.</param>
/// <returns>True if the interaction was successful, false otherwise.</returns>
public override bool TryInteract(FollowerController follower)
{
var heldItem = follower.CurrentlyHeldItem;
var heldObj = follower.GetHeldPickupObject();
var pickup = GetComponent<Pickup>();
var slotItem = pickup != null ? pickup.itemData : null;
var config = GameManager.Instance.GetSlotItemConfig(slotItem);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
// CASE 1: No held item, slot has item -> pick up slotted item
if (heldItem == null && _cachedSlottedObject != null)
{
follower.SetHeldItemFromObject(_cachedSlottedObject);
RemoveSlottedObject();
currentlySlottedItem = null;
UpdateSlottedSprite();
return true;
}
// CASE 2: Held item, slot has item -> swap
if (heldItem != null && _cachedSlottedObject != null)
{
var followerHeldObj = heldObj;
var followerHeldItem = heldItem;
var slotObj = _cachedSlottedObject;
var slotItemData = currentlySlottedItem;
// 1. Slot the follower's held object (do NOT destroy the old one)
SetSlottedObject(followerHeldObj);
currentlySlottedItem = followerHeldItem;
UpdateSlottedSprite();
// 2. Give the slot's object to the follower
follower.SetHeldItemFromObject(slotObj);
return true;
}
// CASE 3: Held item, slot empty -> slot the held item
if (heldItem != null && _cachedSlottedObject == null)
{
if (forbidden.Contains(heldItem))
{
DebugUIMessage.Show("Can't place that here.");
return false;
}
CacheSlottedObject(heldObj);
currentlySlottedItem = heldItem;
UpdateSlottedSprite();
follower.ClearHeldItem();
if (allowed.Contains(heldItem))
{
OnSuccess?.Invoke();
return true;
}
else
{
DebugUIMessage.Show("I'm not sure this works.");
OnFailure?.Invoke();
return true;
}
}
// CASE 4: No held item, slot empty -> show warning
if (heldItem == null && _cachedSlottedObject == null)
{
DebugUIMessage.Show("This requires an item.");
return false;
}
return false;
}
/// <summary>
/// Updates the sprite and scale for the currently slotted item.
/// </summary>
private void UpdateSlottedSprite()
{
if (slottedItemRenderer != null && currentlySlottedItem != null && currentlySlottedItem.mapSprite != null)
{
slottedItemRenderer.sprite = currentlySlottedItem.mapSprite;
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
float desiredHeight = GameManager.Instance.HeldIconDisplayHeight;
var sprite = currentlySlottedItem.mapSprite;
float spriteHeight = sprite.bounds.size.y;
float spriteWidth = sprite.bounds.size.x;
Vector3 parentScale = slottedItemRenderer.transform.parent != null
? slottedItemRenderer.transform.parent.localScale
: Vector3.one;
if (spriteHeight > 0f)
{
float uniformScale = desiredHeight / spriteHeight;
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
}
}
else if (slottedItemRenderer != null)
{
slottedItemRenderer.sprite = null;
}
}
}