GameVsJam/3d Prototyp/Assets/Pickupper.cs

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2024-04-06 18:08:54 +02:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
public class Pickupper : MonoBehaviour
{
[SerializeField] private Character _character;
[SerializeField, Tooltip("Der Radius in dem Gottfried Gegenstände aufheben kann."), Min(0.0f)]
private float _pickupRadius = 1.5f;
/// <summary>
/// Der Radius in dem Gottfried Gegenstände aufheben kann.
/// </summary>
public float PickupRadius => _pickupRadius;
[SerializeField]
private CapsuleCollider _pickupCollider;
[SerializeField]
private List<Pickupable> _pickupablesInRange = new();
public IReadOnlyList<Pickupable> PickupablesInRange => _pickupablesInRange;
private int _selectedActionIndex = 0;
public bool CanSelectPrevious => _selectedActionIndex > 0;
public bool CanSelectNext => _selectedActionIndex < PickupablesInRange.Count - 1;
public Pickupable Selected => PickupablesInRange[_selectedActionIndex];
void Update()
{
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
SelectPreviousAction();
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
SelectNextAction();
}
if (Input.GetKeyDown(KeyCode.E))
{
PickUp();
}
}
private void PickUp()
{
if (PickupablesInRange.Count == 0)
return;
Pickupable pickupable = Selected;
UnhighlightPickupable(pickupable);
_character.PickupItem(pickupable);
}
public void SelectPreviousAction()
{
_selectedActionIndex--;
UpdateSelection();
}
public void SelectNextAction()
{
_selectedActionIndex++;
UpdateSelection();
}
private void UpdateSelection()
{
if (_pickupablesInRange.Count > 0)
{
_selectedActionIndex = Math.Clamp(_selectedActionIndex, 0, PickupablesInRange.Count - 1);
}
else
{
_selectedActionIndex = 0;
}
int index = 0;
foreach (Pickupable pickupable in _pickupablesInRange)
{
pickupable.SetSelected(index == _selectedActionIndex);
index++;
}
}
private void OnTriggerEnter(Collider other)
{
Pickupable pickupable = other.gameObject.GetComponent<Pickupable>();
if (pickupable)
{
HighlightPickupable(pickupable);
}
}
void OnTriggerExit(Collider other)
{
Pickupable pickupable = other.gameObject.GetComponent<Pickupable>();
if (pickupable)
{
UnhighlightPickupable(pickupable);
}
}
private void HighlightPickupable(Pickupable pickupable)
{
if (!_pickupablesInRange.Contains(pickupable))
_pickupablesInRange.Add(pickupable);
pickupable.Highlight(true);
UpdateSelection();
}
private void UnhighlightPickupable(Pickupable pickupable)
{
pickupable.Highlight(false);
_pickupablesInRange.Remove(pickupable);
UpdateSelection();
}
// Wird aufgerufen, wenn ein Wert im Editor geändert wird
void OnValidate()
{
if (_pickupCollider)
{
_pickupCollider.radius = _pickupRadius;
}
}
}