RiftMayhem/Assets/Scripts/Crafting/CraftingAnvilInteractable.cs
Pedro Gomes dc033fa6bb Crafting System (WIP)
- crafting anvil interactable
- crafting UI and system (WIP)
2025-01-03 23:33:30 +00:00

81 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CraftingAnvilInteractable : Interactable
{
[Header("Events:")]
[SerializeField] private GameEvent onCraftingAnvilInteracted;
[SerializeField] private GameEvent onCraftingAnvilReleased;
[Header("Listeners:")]
[SerializeField] private GameEventListener onCraftingUIClosed;
bool isUIOpen = false;
Transform storedTransform;
protected override void Awake()
{
base.Awake();
onCraftingUIClosed.Response.AddListener(CloseInteraction);
}
public override void Interact(bool melee)
{
base.Interact(melee);
if (!melee) return;
isUIOpen = true;
onCraftingAnvilInteracted.Raise();
}
public override void OnFocused(Transform playerTransform, PlayerController playerController)
{
base.OnFocused(playerTransform, playerController);
storedTransform = playerTransform;
}
protected override void Update()
{
if (isFocus && !hasInteracted)
{
distance = Vector3.Distance(player.position, interactionTransform.position);
if (distance <= radius)
{
Interact(true);
hasInteracted = true;
Debug.Log($"crafting {this.transform.name} Interacted-Closeup");
}
else if (interactableWithRange)
{
if (distance <= rangedRadius)
{
Interact(false);
hasInteracted = true;
}
}
}
else if (isUIOpen)
{
distance = Vector3.Distance(storedTransform.position, interactionTransform.position);
if (distance >= radius)
{
OnDeFocus();
onCraftingAnvilReleased.Raise();
Debug.Log($"crafting {this.transform.name} released");
}
}
}
private void CloseInteraction()
{
isUIOpen = false;
OnDeFocus();
}
}