using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
///
/// Manages equipping/unequipping weapons on the player and overrides attack animations
/// so that only the equipped weapon's animations are used.
/// Assumes weapon models (bat/hammer) are already attached to the player's hand and hidden.
///
public class WeaponManager : MonoBehaviour
{
public enum WeaponType { None, Bat, Hammer }
[Header("In-hand weapon objects (already attached to player hand)")]
[SerializeField] private GameObject batInHand;
[SerializeField] private GameObject hammerInHand;
[Header("Optional: disable base attack inputs while a weapon is equipped")]
[SerializeField] private bool blockBaseAttacksWhenEquipped = true;
[Header("Input System")]
[SerializeField] private string pickupActionName = "WeaponPickup";
[Header("Pickup/Drop Settings")]
[SerializeField] private float dropReequipBlockSeconds = 0.2f;
// Tracks the current equipped weapon
public WeaponType CurrentWeapon { get; private set; } = WeaponType.None;
public bool IsWeaponEquipped => CurrentWeapon != WeaponType.None;
// Internal state for alternating swings (e.g., BatOne/BatTwo)
private int swingIndex = 0;
// Base attacks to override when a weapon is equipped
private static readonly HashSet baseAttackNames = new HashSet
{
AnimationNames.Jab,
AnimationNames.Haymaker,
AnimationNames.BasicKick,
AnimationNames.SumoSlap,
AnimationNames.SpinningBackfist,
AnimationNames.ElbowSmash,
AnimationNames.AirPunch,
AnimationNames.LowKick,
// common fallbacks
"Punch", "Kick", "Strike"
};
private PlayerInput _playerInput;
private InputAction _pickupAction;
private float _pickupCooldownUntil = 0f;
private void Awake()
{
_playerInput = GetComponent();
if (_playerInput != null)
{
_pickupAction = _playerInput.actions?.FindAction(pickupActionName, false);
if (_pickupAction != null && !_pickupAction.enabled)
_pickupAction.SafeEnable();
}
}
private void OnEnable()
{
if (_pickupAction != null)
_pickupAction.performed += OnPickupOrDrop;
}
private void OnDisable()
{
if (_pickupAction != null)
_pickupAction.performed -= OnPickupOrDrop;
}
private void Start()
{
// Ensure correct visibility at start
ApplyVisibility();
}
///
/// Equip a specific weapon and reveal it on the player's hand.
///
public void EquipWeapon(WeaponType weapon)
{
if (CurrentWeapon == weapon) return;
CurrentWeapon = weapon;
swingIndex = 0; // reset combo index on equip
ApplyVisibility();
Debug.Log($"Equipped weapon: {CurrentWeapon}");
}
///
/// Unequip any weapon and restore default (unarmed) state.
///
public void UnequipWeapon()
{
if (CurrentWeapon == WeaponType.None) return;
CurrentWeapon = WeaponType.None;
swingIndex = 0;
ApplyVisibility();
Debug.Log("Unequipped weapon");
}
///
/// Resolves an incoming requested animation to a weapon-specific animation if a weapon is equipped.
/// Non-attack animations are passed through unchanged.
///
public string ResolveAnimation(string requested)
{
if (!IsWeaponEquipped)
return requested;
// Allow reactions, blocks, locomotion and non-attack anims
if (!baseAttackNames.Contains(requested))
return requested;
switch (CurrentWeapon)
{
case WeaponType.Bat:
return NextBatAnimation();
case WeaponType.Hammer:
return NextHammerAnimation();
default:
return requested;
}
}
private string NextBatAnimation()
{
// Alternate between two bat swings
swingIndex = (swingIndex + 1) % 2;
return swingIndex == 0 ? AnimationNames.BatOne : AnimationNames.BatTwo;
}
private string NextHammerAnimation()
{
swingIndex = (swingIndex + 1) % 2;
return swingIndex == 0 ? AnimationNames.HammerOne : AnimationNames.HammerTwo;
}
private void ApplyVisibility()
{
// Toggle in-hand models based on current weapon
if (batInHand != null)
{
batInHand.SetActive(CurrentWeapon == WeaponType.Bat);
Debug.Log($"[WeaponManager] batInHand active={batInHand.activeSelf} (weapon={CurrentWeapon})");
}
else
{
Debug.LogWarning("[WeaponManager] 'batInHand' is not assigned in inspector.");
}
if (hammerInHand != null)
{
hammerInHand.SetActive(CurrentWeapon == WeaponType.Hammer);
Debug.Log($"[WeaponManager] hammerInHand active={hammerInHand.activeSelf} (weapon={CurrentWeapon})");
}
else
{
Debug.LogWarning("[WeaponManager] 'hammerInHand' is not assigned in inspector.");
}
}
// Keep the last pickup object used so we can re-enable it on drop (optional)
private WeaponPickup lastPickupSource;
public void EquipWeaponFromPickup(WeaponType weapon, WeaponPickup pickup)
{
lastPickupSource = pickup;
EquipWeapon(weapon);
}
public void DropWeapon()
{
if (!IsWeaponEquipped) return;
// Play the pickup animation even when dropping
var anim = GetComponent();
if (anim != null)
{
anim.PlayAnimation(AnimationNames.WeaponPickup);
}
if (lastPickupSource != null)
{
// Let the pickup place itself and avoid instant trigger
lastPickupSource.PlaceAsDropped(transform);
lastPickupSource = null;
}
// Block immediate re-equip for a short time
_pickupCooldownUntil = Time.time + dropReequipBlockSeconds;
UnequipWeapon();
}
private void OnPickupOrDrop(InputAction.CallbackContext ctx)
{
// Ignore if within cooldown window
if (Time.time < _pickupCooldownUntil)
return;
// Requirement 3: If the character has a weapon in hand, pressing the same button drops it (and plays pickup anim)
if (IsWeaponEquipped)
{
DropWeapon();
return;
}
// Requirement 1 & 2: Only when in range and no weapon equipped, allow pickup and play pickup anim
if (WeaponPickup.currentPickupInRange != null)
{
WeaponPickup.currentPickupInRange.TryEquip();
}
// Otherwise do nothing (no animation out of range)
}
}