chunk 1: core gameplay scripts scenes runtime assets
This commit is contained in:
198
Assets/Scripts/Weapons/WeaponPickup.cs
Normal file
198
Assets/Scripts/Weapons/WeaponPickup.cs
Normal file
@@ -0,0 +1,198 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
/// <summary>
|
||||
/// Simple world pickup for bat or hammer. Uses Input System action "WeaponPickup" via WeaponManager to equip when in range.
|
||||
/// Plays the pickup animation on the player, hides the world pickup, and shows the in-hand weapon.
|
||||
/// Assumes the player already has WeaponManager and the weapon models hidden on hand.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class WeaponPickup : MonoBehaviour
|
||||
{
|
||||
public enum PickupType { Bat, Hammer }
|
||||
public PickupType pickupType = PickupType.Bat;
|
||||
|
||||
[Header("Pickup Settings")]
|
||||
public float pickUpRange = 2.5f;
|
||||
public Transform player;
|
||||
|
||||
[Header("Input System")]
|
||||
[SerializeField] private string pickupActionName = "WeaponPickup";
|
||||
|
||||
private bool _playerInTrigger;
|
||||
private PlayerInput _playerInput;
|
||||
private InputAction _pickupAction; // action named "WeaponPickup" in the input asset
|
||||
|
||||
// Tracks the pickup the player is currently inside (single-player assumption)
|
||||
public static WeaponPickup currentPickupInRange;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
var col = GetComponent<Collider>();
|
||||
col.isTrigger = true;
|
||||
// Ensure trigger events fire by having a kinematic Rigidbody on the pickup
|
||||
var rb = GetComponent<Rigidbody>();
|
||||
if (rb == null)
|
||||
{
|
||||
rb = gameObject.AddComponent<Rigidbody>();
|
||||
}
|
||||
rb.isKinematic = true;
|
||||
rb.useGravity = false;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Attempt to bind immediately if player is already assigned
|
||||
TryBindInput();
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Robustly detect the player even if a child collider enters
|
||||
var wm = other.GetComponentInParent<WeaponManager>();
|
||||
if (wm != null)
|
||||
{
|
||||
player = wm.transform;
|
||||
_playerInTrigger = true;
|
||||
currentPickupInRange = this;
|
||||
TryBindInput();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
var wm = other.GetComponentInParent<WeaponManager>();
|
||||
if (wm != null && player == wm.transform)
|
||||
{
|
||||
_playerInTrigger = false;
|
||||
if (currentPickupInRange == this)
|
||||
currentPickupInRange = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
// Lazy find player by component to be safer
|
||||
var wm = FindObjectOfType<WeaponManager>();
|
||||
if (wm != null) player = wm.transform;
|
||||
}
|
||||
|
||||
// Ensure input is bound/enabled (even though we don't read it here)
|
||||
TryBindInput();
|
||||
|
||||
// IMPORTANT: Do not handle input here. WeaponManager exclusively handles the WeaponPickup action.
|
||||
|
||||
// Proximity fallback: if triggers fail, still allow pickup when close
|
||||
if (player != null)
|
||||
{
|
||||
bool near = Vector3.Distance(player.position, transform.position) <= pickUpRange;
|
||||
if (near)
|
||||
{
|
||||
currentPickupInRange = this;
|
||||
}
|
||||
else if (!_playerInTrigger && currentPickupInRange == this)
|
||||
{
|
||||
currentPickupInRange = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TryBindInput()
|
||||
{
|
||||
if (player == null) return;
|
||||
|
||||
if (_playerInput == null)
|
||||
{
|
||||
_playerInput = player.GetComponent<PlayerInput>();
|
||||
}
|
||||
|
||||
if (_playerInput == null) return;
|
||||
|
||||
if (_pickupAction == null)
|
||||
{
|
||||
_pickupAction = _playerInput.actions?.FindAction(pickupActionName, false);
|
||||
}
|
||||
|
||||
if (_pickupAction != null && !_pickupAction.enabled)
|
||||
{
|
||||
_pickupAction.SafeEnable();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Keep action enabled via PlayerInput; only clear local refs
|
||||
if (currentPickupInRange == this)
|
||||
currentPickupInRange = null;
|
||||
_pickupAction = null;
|
||||
_playerInput = null;
|
||||
}
|
||||
|
||||
// Expose for global handler (called by WeaponManager when button pressed and in range)
|
||||
public void TryEquip()
|
||||
{
|
||||
if (player == null) return;
|
||||
|
||||
// Safety: ensure still in range and not holding a weapon
|
||||
bool inRange = _playerInTrigger || Vector3.Distance(player.position, transform.position) <= pickUpRange;
|
||||
var wm = player.GetComponent<WeaponManager>();
|
||||
if (!inRange || wm == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (wm.IsWeaponEquipped)
|
||||
{
|
||||
// Let WeaponManager handle dropping with the same button
|
||||
return;
|
||||
}
|
||||
|
||||
// Play pickup animation if available
|
||||
var anim = player.GetComponent<AnimationManager>();
|
||||
if (anim != null)
|
||||
{
|
||||
anim.PlayAnimation(AnimationNames.WeaponPickup);
|
||||
}
|
||||
|
||||
switch (pickupType)
|
||||
{
|
||||
case PickupType.Bat:
|
||||
wm.EquipWeaponFromPickup(WeaponManager.WeaponType.Bat, this);
|
||||
break;
|
||||
case PickupType.Hammer:
|
||||
wm.EquipWeaponFromPickup(WeaponManager.WeaponType.Hammer, this);
|
||||
break;
|
||||
}
|
||||
|
||||
// Hide the world pickup (simulate taking it). You can pool/destroy instead.
|
||||
gameObject.SetActive(false);
|
||||
|
||||
// Clear static reference if this was the current pickup
|
||||
if (currentPickupInRange == this)
|
||||
currentPickupInRange = null;
|
||||
}
|
||||
|
||||
// Called by WeaponManager to place this pickup back into the world when dropping
|
||||
public void PlaceAsDropped(Transform playerTransform)
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
transform.position = playerTransform.position + Vector3.up * 0.25f;
|
||||
transform.rotation = Quaternion.Euler(0f, playerTransform.eulerAngles.y, 0f);
|
||||
|
||||
// Prevent instant re-trigger by disabling collider briefly
|
||||
var col = GetComponent<Collider>();
|
||||
if (col != null)
|
||||
{
|
||||
StartCoroutine(DisableColliderBrief(col));
|
||||
}
|
||||
}
|
||||
|
||||
private System.Collections.IEnumerator DisableColliderBrief(Collider col)
|
||||
{
|
||||
bool prev = col.enabled;
|
||||
col.enabled = false;
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
col.enabled = prev;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user