can interact if player has tool selected (in hand))

This commit is contained in:
j.mei7
2022-02-18 20:25:35 +01:00
parent 73669eaa3f
commit 3ff90d47c2
30 changed files with 505 additions and 78 deletions

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@@ -4378,8 +4410,9 @@ MonoBehaviour:
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@@ -10,7 +10,9 @@ public abstract class Harvestable : Interactable
[Range(0.1f, 99.9f)]
[SerializeField]
float harvestDuration = 3f;
public ToolType toolType;
float harvestTime = 0f;// time for how long the player already "harvested" the object
/// <summary>

View File

@@ -81,14 +81,20 @@ public class PlayerInteraction : MonoBehaviour
break;
case Interactable.InteractionType.Harvest:
Harvestable harvestable = interactable.GetComponent<Harvestable>();
ToolItem toolItem = (ToolItem)GetComponent<InventoryController>().selectedItem;
if (Input.GetButton("Interact") && interactable.isInRange())
bool isCorrectTool = (toolItem != null && toolItem.toolType == harvestable.toolType);
if (Input.GetButton("Interact") && interactable.isInRange() && isCorrectTool)
{
harvestable.IncreaseHarvestTime();
if (harvestable.GetHarvestTime() >= harvestable.GetHarvestDuration())
{
harvestable.Interact();
harvestable.ResetHarvestTime();
}
}
break;

View File

@@ -2,7 +2,14 @@ using UnityEngine;
public class TreeInteraction : Harvestable
{
private void Start()
{
toolType = ToolType.AXE;
}
public override string GetDescription()
{
if (isInRange())

View File

@@ -7,4 +7,9 @@ public class FoodItem : Item
public int health;
public int water;
public int regeneration;
public override void OnSelect()
{
throw new System.NotImplementedException();
}
}

View File

@@ -25,6 +25,7 @@ public class Inventory : MonoBehaviour
public delegate void OnItemChanged();
public OnItemChanged onItemChangedCallback; //
[SerializeField]
List<Slot> inventory = new List<Slot>();
public List<Slot> getInventory { get => inventory;}
@@ -33,7 +34,6 @@ public class Inventory : MonoBehaviour
// Initializes the inventory with a specific number of slots and slotsize.
// !!!Has to be called bevore adding any items!!!
// Example createEmptyInventory(5, 10) : 5 Slots with space for 10 items each
inventory = new List<Slot>();
for (int i = 0; i < numberOfSlots; i++)
{
inventory.Add(new Slot(maxSpaceOfSlots));

View File

@@ -6,15 +6,20 @@ public class InventoryController : MonoBehaviour
{
[SerializeField] Item item1;// not needed
[SerializeField] Item item2;// not needed
public Item selectedItem;
Item testItem;
public Inventory inventory;
[SerializeField] UI_Inventory uiInventory;
private void Awake()
{
inventory = transform.GetComponent<Inventory>();
inventory.createEmptyInventory(8,10);
testItem = Instantiate(item1);
inventory.addItemAt(0, item1, 8);
inventory.addItemAt(0, item1, 1);
inventory.addItemAt(0, testItem, 1);
inventory.addItemAt(3, item2, 15);
inventory.addItemAt(4, item1, 3);
@@ -24,7 +29,9 @@ public class InventoryController : MonoBehaviour
Debug.Log(inventory.removeItemAt(0, 10));
Debug.Log(inventory.getInventory[0].Count);
*/
uiInventory.setInventory(inventory);
// uiInventory.setInventory(inventory);
}
void Start()
{
@@ -34,6 +41,14 @@ public class InventoryController : MonoBehaviour
// Update is called once per frame
void Update()
{
// FOR DEBUG
if (Input.GetKeyDown(KeyCode.X))
{
testItem.Select();
if(testItem.isSelected)
selectedItem = testItem;
else
selectedItem = null;
}
}
}

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@@ -3,10 +3,19 @@ using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Item", menuName = "Items/Item", order = 1)]
public class Item : ScriptableObject
public abstract class Item : ScriptableObject
{
public new string name;
public int id;
public bool isStackable;
public Sprite sprite;
public bool isSelected;
public abstract void OnSelect();
public void Select()
{
isSelected = !isSelected;
OnSelect();
}
}

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@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "FoodItem", menuName = "Items/FoodItem", order = 2)]
public class ResourceItem : Item
{
public override void OnSelect()
{
throw new System.NotImplementedException();
}
}

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@@ -0,0 +1,26 @@
using UnityEngine;
[CreateAssetMenu(fileName = "ToolItem", menuName = "Items/Tool", order = 2)]
public class ToolItem : Item
{
public ToolType toolType;
float durability = 1f;
SpriteRenderer playerHandSpriteRenderer;
public override void OnSelect()
{
playerHandSpriteRenderer = GameObject.Find("Player").transform.Find("Hand").gameObject.GetComponent<SpriteRenderer>();
if (isSelected)
{
playerHandSpriteRenderer.GetComponent<SpriteRenderer>().sprite = sprite;
}
else
{
playerHandSpriteRenderer.GetComponent<SpriteRenderer>().sprite = null;
}
}
}

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@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum ToolType
{
AXE,
PICKAXE,
HOE,
}

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