Files
DeviantMobile-Rohan/Assets/Scripts/Weapons/WeaponPickup.cs

199 lines
6.1 KiB
C#

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;
}
}