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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- public class SelectionManager : MonoBehaviour
- {
- public static SelectionManager Instance { get; set; }
- public bool onTarget;
- public GameObject selectedObject;
- public GameObject interaction_Info_UI;
- Text interaction_text;
- public Image centerDotImage;
- public Image handIcon;
- public bool handIsVisible;
- public GameObject selectedTree;
- public GameObject chopHolder;
- private void Start()
- {
- onTarget = false;
- interaction_text = interaction_Info_UI.GetComponent<Text>();
- }
- private void Awake()
- {
- if (Instance != null && Instance != this)
- {
- Destroy(gameObject);
- }
- else
- {
- Instance = this;
- }
- }
- void Update()
- {
- Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
- RaycastHit hit;
- if (Physics.Raycast(ray, out hit))
- {
- var selectionTransform = hit.transform;
- NPC npc = selectionTransform.GetComponent<NPC>();
- if (npc && npc.playerInRange)
- {
- interaction_text.text = "Press \"E\" to Talk";
- interaction_Info_UI.SetActive(true);
- if (Input.GetKeyDown(KeyCode.E) && npc.isTalkingWithPlayer == false)
- {
- npc.StartConversation();
- }
- if (DialogueSystem.Instance.dialogueUIActive)
- {
- interaction_Info_UI.SetActive(false);
- centerDotImage.gameObject.SetActive(false);
- }
- }
- ChoppableTree choppableTree = selectionTransform.GetComponent<ChoppableTree>();
- if (choppableTree && choppableTree.playerInRange)
- {
- choppableTree.canBeChopped = true;
- selectedTree = choppableTree.gameObject;
- chopHolder.gameObject.SetActive(true);
- }
- else
- {
- if (selectedTree != null)
- {
- selectedTree.gameObject.GetComponent<ChoppableTree>().canBeChopped = false;
- selectedTree = null;
- chopHolder.gameObject.SetActive(false);
- }
- }
- InteractableObject interactable = selectionTransform.GetComponent<InteractableObject>();
- if (interactable && interactable.playerInRange)
- {
- onTarget = true;
- selectedObject = interactable.gameObject;
- interaction_text.text = interactable.GetItemName();
- interaction_Info_UI.SetActive(true);
- centerDotImage.gameObject.SetActive(false);
- handIcon.gameObject.SetActive(true);
- handIsVisible = true;
- }
- Animal animal = selectionTransform.GetComponent<Animal>();
- if (animal && animal.playerInRange)
- {
- if (animal.isDead)
- {
- interaction_text.text = "Loot";
- interaction_Info_UI.SetActive(true);
- centerDotImage.gameObject.SetActive(false);
- handIcon.gameObject.SetActive(true);
- handIsVisible = true;
- if (Input.GetMouseButtonDown(0))
- {
- Lootable lootable = animal.GetComponent<Lootable>();
- Loot(lootable);
- }
- }
- else
- {
- interaction_text.text = animal.animalName;
- interaction_Info_UI.SetActive(true);
- centerDotImage.gameObject.SetActive(true);
- handIcon.gameObject.SetActive(false);
- handIsVisible = false;
- if (Input.GetMouseButtonDown(0) && EquipSystem.Instance.IsHoldingWeapon() && EquipSystem.Instance.IsThereASwingLock() == false)
- {
- StartCoroutine(DealDamageTo(animal, 0.3f, EquipSystem.Instance.GetWeaponDamage()));
- }
- }
- }
- if (!interactable && !animal)
- {
- onTarget = false;
- handIsVisible = false;
- centerDotImage.gameObject.SetActive(true);
- handIcon.gameObject.SetActive(false);
- }
- if (!npc && !interactable && !animal && !choppableTree)
- {
- interaction_text.text = "";
- interaction_Info_UI.SetActive(false);
- }
- }
- }
- private void Loot(Lootable lootable)
- {
- if (lootable.wasLootCalculated == false)
- {
- List<LootReceived> receivedLoot = new List<LootReceived>();
- foreach (LootPossibility loot in lootable.possibleLoot)
- {
- var lootAmount = UnityEngine.Random.Range(loot.amountMin, loot.amountMax+1);
- if (lootAmount > 0)
- {
- LootReceived lt = new LootReceived();
- lt.item = loot.item;
- lt.amount = lootAmount;
- receivedLoot.Add(lt);
- }
- }
- lootable.finalLoot = receivedLoot;
- lootable.wasLootCalculated = true;
- }
- // Spawning the loot on the ground
- Vector3 lootSpawnPostition = lootable.gameObject.transform.position;
- foreach (LootReceived lootReceived in lootable.finalLoot)
- {
- for (int i = 0; i < lootReceived.amount; i++)
- {
- GameObject lootSpawn = Instantiate(Resources.Load<GameObject>(lootReceived.item.name + "_Model"),
- new Vector3(lootSpawnPostition.x, lootSpawnPostition.y+0.2f, lootSpawnPostition.z),
- Quaternion.Euler(0,0,0));
- }
- }
- // if we want the blood puddle to stay on the ground
- if (lootable.GetComponent<Animal>())
- {
- lootable.GetComponent<Animal>().bloodPuddle.transform.SetParent(lootable.transform.parent);
- }
- // Destroy Looted body
- Destroy(lootable.gameObject);
- //if (chest){don't destroy }
- }
- IEnumerator DealDamageTo(Animal animal, float delay, int damage)
- {
- yield return new WaitForSeconds(delay);
- animal.TakeDamage(damage);
- }
- public void DisableSelection()
- {
- handIcon.enabled = false;
- centerDotImage.enabled = false;
- interaction_Info_UI.SetActive(false);
- selectedObject = null;
- }
- public void EnableSelection()
- {
- handIcon.enabled = true;
- centerDotImage.enabled = true;
- interaction_Info_UI.SetActive(true);
- }
- }
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