Selling Functionality, Picking up items, Basic computer

This commit is contained in:
2024-10-21 01:07:44 +02:00
parent f594bdf112
commit 19b7964f83
117 changed files with 9452 additions and 540 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BaseCounter : MonoBehaviour, IObjectParentHolder, IInteractable {
//This could be private, but since this should be only inherticed I will leave it as protected
[SerializeField] protected Transform _counterObjectHandle;
protected Object _currentObject;
public virtual void Interact() {
Debug.LogError("Interact not implemented");
}
public virtual Transform GetHolderTransform() {
return _counterObjectHandle;
}
public virtual void SetObject(Object obj) {
_currentObject = obj;
}
public virtual Object GetObject() {
return _currentObject;
}
public virtual void ClearObject() {
_currentObject = null;
}
public virtual bool HasObject() {
return _currentObject != null;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EmptyCounter : BaseCounter {
[SerializeField] private ObjectSO _objectSo;
[SerializeField] private bool _shouldSpawnOnInteract;
public override void Interact() {
InteractionBehaviour interactionBehaviour = PlayerController.Instance.InteractionBehaviour;
if (_shouldSpawnOnInteract) {
if (_currentObject == null) {
Transform objectTransform = Instantiate(_objectSo.prefab, _counterObjectHandle);
objectTransform.GetComponent<Object>().setObjectParent(this);
}
}
if (!HasObject()) {
//No item on the counter
//Check player if he has something
if (interactionBehaviour.HasObject()) {
Object obj = interactionBehaviour.GetObject();
obj.setObjectParent(this);
}
else {
//Player has no item
}
}
else {
//Item on Counter
//Check player if he has something
if (interactionBehaviour.HasObject()) {
//Player has something
}
else {
//Player has nothing
//Take the object
GetObject().setObjectParent(interactionBehaviour);
}
}
}
}

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using System.Collections;
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using System.Collections;
using System.Collections.Generic;
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SellCounter : BaseCounter {
private bool _isSelling = false;
private Object _currentObject;
protected void Awake() {
}
public override void Interact() {
InteractionBehaviour interactionBehaviour = PlayerController.Instance.InteractionBehaviour;
if (!_isSelling) {
//This counter is not selling an item yet
if (interactionBehaviour.HasObject()) {
//the player has something to sell
Object obj = interactionBehaviour.GetObject();
//Check if the object is sellable
if (obj.TryGetComponent(out Object objectComponent)) {
HUDManager.Instance.SellItem(this, objectComponent);
}
else {
Debug.Log("Player has something but it is not sellable");
}
}
}
}
//Gets called if an item is being sold on this counter
//This should prevent the counter thinking it's selling something if the user cancels the UI sell
public void ConfirmSell(Object obj) {
_isSelling = true;
obj.setObjectParent(this);
_currentObject = obj;
}
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