From 40ac185dc7a017d95771fe580c77eab20e663908 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Tue, 08 Apr 2025 17:36:08 +0000
Subject: [PATCH] #46 added interactables

---
 Assets/Scripts/Interact/Interactable.cs |   60 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 60 insertions(+), 0 deletions(-)

diff --git a/Assets/Scripts/Interact/Interactable.cs b/Assets/Scripts/Interact/Interactable.cs
new file mode 100644
index 0000000..be2f63e
--- /dev/null
+++ b/Assets/Scripts/Interact/Interactable.cs
@@ -0,0 +1,60 @@
+// Interactable.cs - Base abstract class for all interactable objects
+using UnityEngine;
+using UnityEngine.Events;
+
+public abstract class Interactable : MonoBehaviour
+{
+    [SerializeField] private string promptMessage = "Press E to interact";
+    [SerializeField] private float interactionDistance = 3f;
+
+    // Event that will be triggered when the player interacts with this object
+    public UnityEvent OnInteract = new UnityEvent();
+
+    // Each derived class must implement how it processes interaction
+    public abstract void Interact();
+
+    // Returns the prompt message for UI display
+    public string GetPromptMessage()
+    {
+        return promptMessage;
+    }
+
+    // Check if player is within interaction distance
+    public bool IsInRange(Transform playerTransform)
+    {
+        float distance = Vector3.Distance(transform.position, playerTransform.position);
+        return distance <= interactionDistance;
+    }
+
+    // Optional: Visualize interaction range in editor
+    private void OnDrawGizmosSelected()
+    {
+        Gizmos.color = Color.yellow;
+        Gizmos.DrawWireSphere(transform.position, interactionDistance);
+    }
+    private void OnTriggerEnter2D(Collider2D other)
+    {
+        if (other.gameObject.layer == LayerMask.NameToLayer("Player"))
+        {
+            // Player entered trigger zone
+            PlayerInteraction playerInteraction = other.GetComponent<PlayerInteraction>();
+            if (playerInteraction != null)
+            {
+                playerInteraction.SetCurrentInteractable(this);
+            }
+        }
+    }
+
+    protected void OnTriggerExit2D(Collider2D other)
+    {
+        if (other.gameObject.layer == LayerMask.NameToLayer("Player"))
+        {
+            // Player exited trigger zone
+            PlayerInteraction playerInteraction = other.GetComponent<PlayerInteraction>();
+            if (playerInteraction != null)
+            {
+                playerInteraction.SetCurrentInteractable(null);
+            }
+        }
+    }
+}

--
Gitblit v1.9.3