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https://github.com/DerTyp7/example-top-down-unity.git
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152 lines
5.4 KiB
C#
152 lines
5.4 KiB
C#
using UnityEngine;
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/// <summary>
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/// <c>Interactable</c> represents the base class of all interactable objects in the scene
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/// </summary>
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public abstract class Interactable : MonoBehaviour
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{
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/// <summary>
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/// <c>InteractinType</c> is the type of an interaction. So the "PlayerInteractin.cs" can handle the interaction input.
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///
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/// <list type="bullet">
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/// <item>Click: A single click which triggers the Interact Method</item>
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/// <item>Hold: Holding a until time is reached an then triggers the Interact Method(Time resets if the Player stops holding)</item>
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/// <item>Harvest: Same as Hold but time does not reset. So the time progress gets saved. Used for class "Harvastable.cs"</item>
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/// </list>
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/// </summary>
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public enum InteractionType {
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Click,
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Hold,
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Harvest
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}
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[Header("Interactable Properties")]
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public InteractionType interactionType;
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[Tooltip("The time the player has to hold until the Interact method triggers.")]
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[Range(0.1f, 99.9f)]
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[SerializeField]
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float holdDuration = 1f; // The time the player has to hold until the Interact method triggers
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float holdTime; // The time for how long the player has already pressed
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// Used to measure the distance between the player and the object
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Transform playerTransform;
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[Tooltip("The range in which the player can interact with an object")]
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[Range(1f, 50f)]
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[SerializeField]
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float radius = 3f;
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[SerializeField]
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Transform centerPoint;
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void Awake()
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{
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if(centerPoint == null)
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{
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centerPoint = gameObject.transform;
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}
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}
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#region GETTER
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/// <summary>
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/// <c>GetDescription</c> gets the description of an interactable object.
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/// <list type="bullet">
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/// <item>The description is usally used to display a help text for the player (e.g. "Turn Lights On")</item>
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/// </list>
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/// </summary>
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/// <returns><strong>A string containing the description of the interactable object</strong></returns>
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public abstract string GetDescription();
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/// <summary>
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/// <c>GetHoldTime</c> gets the time for how long the player has already pressed.
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/// </summary>
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/// <returns><strong>A float of the time for how long the player has already pressed</strong></returns>
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public float GetHoldTime() => holdTime;
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/// <summary>
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/// <c>GetHoldDuration</c> gets the time the player has to hold until the Interact method triggers.
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/// </summary>
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/// <returns><strong>A float of the time the player has to hold until the Interact method triggers</strong></returns>
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public float GetHoldDuration() => holdDuration;
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/// <summary>
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/// <c>GetHoldTimeLeft</c> gets the time for how long a player still has to hold.
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/// </summary>
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/// <returns>A float containig the result of <strong>holdDuration - holdTime</strong></returns>
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public float GetHoldTimeLeft() => holdDuration - holdTime;
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/// <summary>
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/// <c>GetRadius</c> gets the maximum distance of a player is allowed to have in order to interact with an object.
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/// </summary>
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/// <returns><strong>A float containing the interaction distance</strong></returns>
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public float GetRadius() => radius;
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#endregion
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/// <summary>
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/// <c>Interact</c> is the method which gets called when a player start the interaction with an object.
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///
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/// <list type="bullet">
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/// <item>If the player clicks on an object</item>
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/// <item>If the holdTime is greater or equals the holdDuration</item>
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/// <item>If the harvestTime is greater or equals the harvestDuration</item>
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/// </list>
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///
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/// It usually gets called in the "PlayerInteraction.cs"
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/// </summary>
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public abstract void Interact();
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/// <summary>
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/// <c>IncreaseHoldTime</c> increases the holdTime by Time.deltaTime.
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/// <code>holdTime += Time.deltaTime;</code>
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/// </summary>
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public void IncreaseHoldTime() => holdTime += Time.deltaTime;
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/// <summary>
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/// <c>ResetHoldTime</c><strong> resets the holdTime to 0f.</strong>
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/// </summary>
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public void ResetHoldTime() => holdTime = 0f;
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/// <summary>
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/// <c>isInRange</c> checks if the player is in the interaction range of an interactable object.
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///
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/// <list type="bullet">
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/// <item><strong>True</strong>: Player is in range</item>
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/// <item><strong>False</strong>: Player is NOT in range</item>
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/// </list>
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/// </summary>
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/// <returns>A bool which says if the player is in the interaction range of an interactable object</returns>
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public bool isInRange()
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{
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playerTransform = GameObject.FindGameObjectWithTag("Player").gameObject.transform; // Maybe singleton later?
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float distance = Vector2.Distance(centerPoint.position, playerTransform.position);
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if(distance <= radius)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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// Show interactable range in editor but NOT IN-GAME
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private void OnDrawGizmosSelected()
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{
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// Same as in "Awake()", cause the object does not get "awakend" in inspector
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if (centerPoint == null)
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{
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centerPoint = gameObject.transform;
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}
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// Gizmos are only visible in the scene view -> NOT visible IN-GAME (DEBUG Reasons)
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Gizmos.color = Color.magenta;
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Gizmos.DrawWireSphere(centerPoint.position, radius);
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}
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}
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