106 lines
3.4 KiB
C#
106 lines
3.4 KiB
C#
using Input;
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using UnityEngine;
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using System; // added for Action<T>
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namespace Interactions
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{
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[RequireComponent(typeof(Interactable))]
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public class Pickup : MonoBehaviour
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{
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public PickupItemData itemData;
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public SpriteRenderer iconRenderer;
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protected Interactable Interactable;
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private PlayerTouchController _playerRef;
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protected FollowerController FollowerController;
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// Event: invoked when the item was picked up successfully
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public event Action<PickupItemData> OnItemPickedUp;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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void Awake()
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{
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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Interactable = GetComponent<Interactable>();
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if (Interactable != null)
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{
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Interactable.interactionStarted.AddListener(OnInteractionStarted);
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Interactable.characterArrived.AddListener(OnCharacterArrived);
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}
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ApplyItemData();
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}
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/// <summary>
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/// Unity OnDestroy callback. Cleans up event handlers.
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/// </summary>
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void OnDestroy()
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{
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if (Interactable != null)
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{
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Interactable.interactionStarted.RemoveListener(OnInteractionStarted);
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Interactable.characterArrived.RemoveListener(OnCharacterArrived);
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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/// </summary>
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void OnValidate()
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{
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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ApplyItemData();
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}
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#endif
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/// <summary>
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/// Applies the item data to the pickup (icon, name, etc).
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/// </summary>
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public void ApplyItemData()
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{
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if (itemData != null)
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{
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if (iconRenderer != null && itemData.mapSprite != null)
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{
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iconRenderer.sprite = itemData.mapSprite;
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}
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gameObject.name = itemData.itemName;
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}
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}
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/// <summary>
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/// Handles the start of an interaction (for feedback/UI only).
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/// </summary>
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private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
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{
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_playerRef = playerRef;
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FollowerController = followerRef;
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}
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protected virtual void OnCharacterArrived()
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{
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var combinationResult = FollowerController.TryCombineItems(this, out var combinationResultItem);
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if (combinationResultItem != null)
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{
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Interactable.BroadcastInteractionComplete(true);
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return;
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}
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FollowerController?.TryPickupItem(gameObject, itemData);
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bool wasPickedUp = (combinationResult == FollowerController.CombinationResult.NotApplicable);
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Interactable.BroadcastInteractionComplete(wasPickedUp);
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// Invoke native C# event when the item was picked up successfully
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if (wasPickedUp)
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{
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OnItemPickedUp?.Invoke(itemData);
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}
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}
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}
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} |