mirror of
https://github.com/DerTyp7/example-top-down-unity.git
synced 2025-10-30 12:57:08 +01:00
can interact if player has tool selected (in hand))
This commit is contained in:
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@@ -4378,8 +4410,9 @@ MonoBehaviour:
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8
Assets/Scripts/Interaction.meta
Normal file
8
Assets/Scripts/Interaction.meta
Normal file
@@ -0,0 +1,8 @@
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@@ -10,7 +10,9 @@ public abstract class Harvestable : Interactable
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[Range(0.1f, 99.9f)]
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[SerializeField]
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float harvestDuration = 3f;
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public ToolType toolType;
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float harvestTime = 0f;// time for how long the player already "harvested" the object
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/// <summary>
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@@ -81,14 +81,20 @@ public class PlayerInteraction : MonoBehaviour
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break;
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case Interactable.InteractionType.Harvest:
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Harvestable harvestable = interactable.GetComponent<Harvestable>();
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ToolItem toolItem = (ToolItem)GetComponent<InventoryController>().selectedItem;
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if (Input.GetButton("Interact") && interactable.isInRange())
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bool isCorrectTool = (toolItem != null && toolItem.toolType == harvestable.toolType);
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if (Input.GetButton("Interact") && interactable.isInRange() && isCorrectTool)
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{
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harvestable.IncreaseHarvestTime();
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if (harvestable.GetHarvestTime() >= harvestable.GetHarvestDuration())
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{
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harvestable.Interact();
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harvestable.ResetHarvestTime();
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}
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}
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break;
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@@ -2,7 +2,14 @@ using UnityEngine;
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public class TreeInteraction : Harvestable
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{
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private void Start()
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{
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toolType = ToolType.AXE;
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}
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public override string GetDescription()
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{
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if (isInRange())
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@@ -7,4 +7,9 @@ public class FoodItem : Item
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public int health;
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public int water;
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public int regeneration;
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public override void OnSelect()
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{
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throw new System.NotImplementedException();
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}
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}
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@@ -25,6 +25,7 @@ public class Inventory : MonoBehaviour
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public delegate void OnItemChanged();
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public OnItemChanged onItemChangedCallback; //
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[SerializeField]
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List<Slot> inventory = new List<Slot>();
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public List<Slot> getInventory { get => inventory;}
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@@ -33,7 +34,6 @@ public class Inventory : MonoBehaviour
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// Initializes the inventory with a specific number of slots and slotsize.
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// !!!Has to be called bevore adding any items!!!
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// Example createEmptyInventory(5, 10) : 5 Slots with space for 10 items each
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inventory = new List<Slot>();
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for (int i = 0; i < numberOfSlots; i++)
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{
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inventory.Add(new Slot(maxSpaceOfSlots));
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@@ -6,15 +6,20 @@ public class InventoryController : MonoBehaviour
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{
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[SerializeField] Item item1;// not needed
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[SerializeField] Item item2;// not needed
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public Item selectedItem;
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Item testItem;
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public Inventory inventory;
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[SerializeField] UI_Inventory uiInventory;
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private void Awake()
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{
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inventory = transform.GetComponent<Inventory>();
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inventory.createEmptyInventory(8,10);
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testItem = Instantiate(item1);
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inventory.addItemAt(0, item1, 8);
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inventory.addItemAt(0, item1, 1);
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inventory.addItemAt(0, testItem, 1);
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inventory.addItemAt(3, item2, 15);
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inventory.addItemAt(4, item1, 3);
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@@ -24,7 +29,9 @@ public class InventoryController : MonoBehaviour
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Debug.Log(inventory.removeItemAt(0, 10));
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Debug.Log(inventory.getInventory[0].Count);
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*/
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uiInventory.setInventory(inventory);
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// uiInventory.setInventory(inventory);
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}
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void Start()
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{
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@@ -34,6 +41,14 @@ public class InventoryController : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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// FOR DEBUG
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if (Input.GetKeyDown(KeyCode.X))
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{
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testItem.Select();
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if(testItem.isSelected)
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selectedItem = testItem;
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else
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selectedItem = null;
|
||||
}
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||||
}
|
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}
|
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|
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@@ -3,10 +3,19 @@ using System.Collections.Generic;
|
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using UnityEngine;
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|
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[CreateAssetMenu(fileName = "Item", menuName = "Items/Item", order = 1)]
|
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public class Item : ScriptableObject
|
||||
public abstract class Item : ScriptableObject
|
||||
{
|
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public new string name;
|
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public int id;
|
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public bool isStackable;
|
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public Sprite sprite;
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public bool isSelected;
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|
||||
public abstract void OnSelect();
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|
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public void Select()
|
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{
|
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isSelected = !isSelected;
|
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OnSelect();
|
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}
|
||||
}
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8
Assets/Scripts/Inventory/Items/Tools.meta
Normal file
8
Assets/Scripts/Inventory/Items/Tools.meta
Normal file
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20
Assets/Scripts/Inventory/Items/Tools/Stick.asset
Normal file
20
Assets/Scripts/Inventory/Items/Tools/Stick.asset
Normal file
@@ -0,0 +1,20 @@
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%YAML 1.1
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isStackable: 0
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|
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isSelected: 0
|
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toolType: 0
|
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8
Assets/Scripts/Inventory/Items/Tools/Stick.asset.meta
Normal file
8
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Normal file
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11
Assets/Scripts/Inventory/ResourceItem.cs
Normal file
11
Assets/Scripts/Inventory/ResourceItem.cs
Normal file
@@ -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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}
|
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11
Assets/Scripts/Inventory/ResourceItem.cs.meta
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11
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Normal file
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26
Assets/Scripts/Inventory/ToolItem.cs
Normal file
26
Assets/Scripts/Inventory/ToolItem.cs
Normal file
@@ -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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|
||||
}
|
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}
|
||||
11
Assets/Scripts/Inventory/ToolItem.cs.meta
Normal file
11
Assets/Scripts/Inventory/ToolItem.cs.meta
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11
Assets/Scripts/Inventory/ToolType.cs
Normal file
11
Assets/Scripts/Inventory/ToolType.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public enum ToolType
|
||||
{
|
||||
AXE,
|
||||
PICKAXE,
|
||||
HOE,
|
||||
}
|
||||
|
||||
11
Assets/Scripts/Inventory/ToolType.cs.meta
Normal file
11
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Reference in New Issue
Block a user