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/GenericUIInteractable.cs | 50 +
Assets/Scripts/Interact/Interactable.cs.meta | 11
Assets/Scripts/Interact/UIController.cs | 220 +++++
Assets/Scripts/Interact.meta | 8
Assets/Scripts/Interact/Interactable.cs | 60 +
Assets/Scripts/Interact/PlayerInteraction.cs | 98 ++
Assets/Scripts/Interact/PlayerInteraction.cs.meta | 11
ProjectSettings/TagManager.asset | 2
Assets/Scenes/GameplayScene.unity | 1665 +++++++++++++++++++++++++++++++++++++++++++-
Assets/Scripts/Interact/UIController.cs.meta | 11
Assets/Scripts/GenerateTileMap.cs | 64
Assets/Scripts/Interact/GenericUIInteractable.cs.meta | 11
12 files changed, 2,118 insertions(+), 93 deletions(-)
diff --git a/Assets/Scenes/GameplayScene.unity b/Assets/Scenes/GameplayScene.unity
index a0b7bb5..bfa2a55 100644
--- a/Assets/Scenes/GameplayScene.unity
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diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index d2ea3a2..0b3a588 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -588,41 +588,41 @@
chunkCache.Clear();
}
#if UNITY_EDITOR
- private void OnDrawGizmos()
- {
- if (!Application.isPlaying) return;
+ //private void OnDrawGizmos()
+ //{
+ // if (!Application.isPlaying) return;
- // Draw current chunk boundaries
- if (playerTransform != null)
- {
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+ // {
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+ // Gizmos.color = Color.yellow;
- for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
- {
- for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
- {
- Vector2Int chunk = new Vector2Int(currentChunk.x + x, currentChunk.y + y);
- Vector3 worldPos = new Vector3(
- chunk.x * CHUNK_SIZE + transform.position.x,
- chunk.y * CHUNK_SIZE + transform.position.y,
- 0
- );
+ // for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
+ // {
+ // for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
+ // {
+ // Vector2Int chunk = new Vector2Int(currentChunk.x + x, currentChunk.y + y);
+ // Vector3 worldPos = new Vector3(
+ // chunk.x * CHUNK_SIZE + transform.position.x,
+ // chunk.y * CHUNK_SIZE + transform.position.y,
+ // 0
+ // );
- // Draw chunk boundary
- Gizmos.DrawWireCube(
- worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
- new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0)
- );
+ // // Draw chunk boundary
+ // Gizmos.DrawWireCube(
+ // worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
+ // new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0)
+ // );
- // Draw chunk coordinates
- UnityEditor.Handles.Label(
- worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
- $"({chunk.x}, {chunk.y})"
- );
- }
- }
- }
- }
+ // // Draw chunk coordinates
+ // UnityEditor.Handles.Label(
+ // worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
+ // $"({chunk.x}, {chunk.y})"
+ // );
+ // }
+ // }
+ // }
+ //}
#endif
}
diff --git a/Assets/Scripts/Interact.meta b/Assets/Scripts/Interact.meta
new file mode 100644
index 0000000..6e71a3a
--- /dev/null
+++ b/Assets/Scripts/Interact.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 376bae3233b159e4d9e4fc7699aada6b
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Interact/GenericUIInteractable.cs b/Assets/Scripts/Interact/GenericUIInteractable.cs
new file mode 100644
index 0000000..d99145a
--- /dev/null
+++ b/Assets/Scripts/Interact/GenericUIInteractable.cs
@@ -0,0 +1,50 @@
+using UnityEngine;
+using UnityEngine.InputSystem.XR;
+
+public class GenericUIInteractable : Interactable
+{
+ [SerializeField] private GameObject targetUI;
+ [SerializeField] private string interactableType;
+ [SerializeField] private bool closeOtherUIs = true;
+
+ [SerializeField] private GameObject[] uisToClose;
+
+ public override void Interact()
+ {
+ // Call base interaction event
+ OnInteract.Invoke();
+
+ // Close other UIs if needed
+ if (closeOtherUIs)
+ {
+ foreach (var ui in uisToClose)
+ {
+ if (ui != null)
+ {
+ ui.SetActive(false);
+ }
+ }
+ }
+
+ // Show target UI
+ if (targetUI != null)
+ {
+ targetUI.SetActive(true);
+
+ // If there's a UI controller component, notify it of the interaction
+ UIController uiController = targetUI.GetComponent<UIController>();
+ if (uiController != null)
+ {
+ uiController.OnUIOpened(interactableType, gameObject);
+ }
+ }
+ }
+ private new void OnTriggerExit2D(Collider2D other)
+ {
+ if (targetUI != null)
+ {
+ targetUI.SetActive(false);
+ base.OnTriggerExit2D(other);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Interact/GenericUIInteractable.cs.meta b/Assets/Scripts/Interact/GenericUIInteractable.cs.meta
new file mode 100644
index 0000000..9c880b0
--- /dev/null
+++ b/Assets/Scripts/Interact/GenericUIInteractable.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 707bfa36034d34b439d1657a8d8239b2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
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);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Interact/Interactable.cs.meta b/Assets/Scripts/Interact/Interactable.cs.meta
new file mode 100644
index 0000000..7ed5e35
--- /dev/null
+++ b/Assets/Scripts/Interact/Interactable.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 46781f745c752a749b26d3e14b88a966
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Interact/PlayerInteraction.cs b/Assets/Scripts/Interact/PlayerInteraction.cs
new file mode 100644
index 0000000..9259f52
--- /dev/null
+++ b/Assets/Scripts/Interact/PlayerInteraction.cs
@@ -0,0 +1,98 @@
+// PlayerInteraction.cs - Handles player's interactions with objects
+using UnityEngine;
+using UnityEngine.UI;
+using TMPro;
+using UnityEngine.TextCore.Text;
+
+public class PlayerInteraction : MonoBehaviour
+{
+ [SerializeField] private float checkRadius = 3f;
+ [SerializeField] private LayerMask interactableMask;
+ [SerializeField] public KeyCode interactKey = KeyCode.E;
+
+ // UI references
+ [SerializeField] private GameObject interactionPromptUI;
+ [SerializeField] private TextMeshProUGUI promptText;
+ [SerializeField] private float promptHeightOffset = 1.5f; // Height above the interactable
+
+ private Interactable currentInteractable;
+
+ private void Update()
+ {
+ // Check for interactable objects
+ //CheckForInteractable();
+
+ // Handle interaction input
+ if (Input.GetKeyDown(interactKey) && currentInteractable != null && !GameManager.GameIsPaused)
+ {
+ currentInteractable.Interact();
+ }
+ }
+ private void LateUpdate()
+ {
+ if (currentInteractable != null && interactionPromptUI.activeSelf)
+ {
+ // Update position every frame when active
+ Vector3 targetPosition = currentInteractable.transform.position; // + Vector3.up * promptHeightOffset;
+ interactionPromptUI.transform.position = targetPosition;
+ }
+ }
+
+ public void SetCurrentInteractable(Interactable interactable)
+ {
+ currentInteractable = interactable;
+ UpdateInteractionUI();
+ }
+
+ private void CheckForInteractable()
+ {
+ // Cast a sphere to detect interactable objects
+ Collider[] colliders = Physics.OverlapSphere(transform.position, checkRadius, interactableMask);
+ Debug.Log("Checking for interactables within radius: " + checkRadius);
+ // Find closest interactable
+ float closestDistance = checkRadius;
+ Interactable closestInteractable = null;
+
+ Debug.Log("Found " + colliders.Length + " colliders in range.");
+ foreach (var collider in colliders)
+ {
+ Debug.Log("Collider detected: " + collider.gameObject.name);
+ if (collider.TryGetComponent(out Interactable interactable))
+ {
+ float distance = Vector3.Distance(transform.position, interactable.transform.position);
+ if (distance < closestDistance && interactable.IsInRange(transform))
+ {
+ closestDistance = distance;
+ closestInteractable = interactable;
+ }
+ }
+ }
+
+ // Update current interactable
+ if (closestInteractable != currentInteractable)
+ {
+ currentInteractable = closestInteractable;
+ UpdateInteractionUI();
+ }
+ }
+
+ private void UpdateInteractionUI()
+ {
+ if (currentInteractable != null)
+ {
+ // Update prompt text
+ promptText.text = currentInteractable.GetPromptMessage();
+
+ // Show the prompt
+ interactionPromptUI.SetActive(true);
+
+ // Position the prompt above the interactable
+ Vector3 targetPosition = currentInteractable.transform.position + Vector3.up * promptHeightOffset;
+ interactionPromptUI.transform.position = targetPosition;
+ }
+ else
+ {
+ interactionPromptUI.SetActive(false);
+ }
+ }
+}
diff --git a/Assets/Scripts/Interact/PlayerInteraction.cs.meta b/Assets/Scripts/Interact/PlayerInteraction.cs.meta
new file mode 100644
index 0000000..43d2577
--- /dev/null
+++ b/Assets/Scripts/Interact/PlayerInteraction.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 814a9cc7408c81b41888ce10151adcff
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Interact/UIController.cs b/Assets/Scripts/Interact/UIController.cs
new file mode 100644
index 0000000..da682a9
--- /dev/null
+++ b/Assets/Scripts/Interact/UIController.cs
@@ -0,0 +1,220 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.UI;
+using TMPro;
+
+public class UIController : MonoBehaviour
+{
+ [Header("UI Configuration")]
+ [SerializeField] private string uiName = "Generic UI";
+ [SerializeField] private bool closeOnEscapeKey = true;
+ [SerializeField] private bool closeOnInteractKey = true;
+ [SerializeField] private bool pauseGameWhenOpen = false;
+ [SerializeField] private GameObject[] panelsToManage;
+
+ [Header("Animation")]
+ [SerializeField] private bool useAnimation = true;
+ [SerializeField] private float animationDuration = 0.3f;
+ [SerializeField] private Animator uiAnimator;
+
+ [Header("UI Elements")]
+ [SerializeField] private Button closeButton;
+ [SerializeField] private TextMeshProUGUI titleText;
+ [SerializeField] private TextMeshProUGUI descriptionText;
+
+ [Header("Events")]
+ public UnityEvent OnUIOpenedEvent = new UnityEvent();
+ public UnityEvent OnUIClosedEvent = new UnityEvent();
+
+ // Current state tracking
+ private bool isOpen = false;
+ private string currentType = "";
+ private GameObject interactionSource;
+ private KeyCode? interactKey;
+
+ private void Awake()
+ {
+ // Set up close button if available
+ if (closeButton != null)
+ {
+ closeButton.onClick.AddListener(CloseUI);
+ }
+
+ // Initial state is closed
+ //gameObject.SetActive(false);
+ }
+
+ private void OnEnable()
+ {
+ // Set UI as open
+ isOpen = true;
+
+ // Pause game if configured to do so
+ if (pauseGameWhenOpen)
+ {
+ GameManager.PauseGame();
+ }
+
+ if (closeOnInteractKey)
+ {
+ interactKey = FindAnyObjectByType<PlayerInteraction>().interactKey;
+ }
+
+ // Invoke open event
+ OnUIOpenedEvent.Invoke();
+
+ // Play open animation if using an animator
+ if (useAnimation && uiAnimator != null)
+ {
+ uiAnimator.SetTrigger("Open");
+ }
+ }
+
+ private void Update()
+ {
+ // Check for escape key to close UI
+ if (isOpen && (closeOnEscapeKey && Input.GetKeyDown(KeyCode.Escape) || (closeOnInteractKey && interactKey.HasValue && Input.GetKeyDown(interactKey.Value))))
+ {
+ CloseUI();
+ }
+ }
+
+ /// <summary>
+ /// Called when this UI is opened by an interactable
+ /// </summary>
+ /// <param name="type">The type of interaction that opened this UI</param>
+ /// <param name="source">Reference to the GameObject that triggered the interaction</param>
+ public virtual void OnUIOpened(string type, GameObject source)
+ {
+ currentType = type;
+ interactionSource = source;
+
+ // Update UI elements based on type
+ UpdateUIElements();
+
+ // Activate the appropriate panel if we have multiple
+ ActivateRelevantPanel(type);
+ }
+
+ /// <summary>
+ /// Close the UI
+ /// </summary>
+ public virtual void CloseUI()
+ {
+ // If using animation, trigger close animation and wait before disabling
+ if (useAnimation && uiAnimator != null)
+ {
+ uiAnimator.SetTrigger("Close");
+ StartCoroutine(CloseAfterAnimation());
+ }
+ else
+ {
+ // Otherwise close immediately
+ FinalizeClose();
+ }
+ }
+
+ private IEnumerator CloseAfterAnimation()
+ {
+ yield return new WaitForSecondsRealtime(animationDuration);
+ FinalizeClose();
+ }
+
+ private void FinalizeClose()
+ {
+ // Restore time scale if it was changed
+ if (pauseGameWhenOpen)
+ {
+ GameManager.ResumeGame();
+ }
+
+ // Set state to closed
+ isOpen = false;
+
+ // Invoke closed event
+ OnUIClosedEvent.Invoke();
+
+ // Disable gameObject
+ gameObject.SetActive(false);
+ }
+
+ /// <summary>
+ /// Updates UI elements like title and description based on the interaction type
+ /// </summary>
+ protected virtual void UpdateUIElements()
+ {
+ // Set title if available
+ if (titleText != null)
+ {
+ titleText.text = GetTitleForType(currentType);
+ }
+
+ // Set description if available
+ if (descriptionText != null)
+ {
+ descriptionText.text = GetDescriptionForType(currentType);
+ }
+ }
+
+ /// <summary>
+ /// Gets the appropriate title based on interaction type
+ /// Override this in derived classes for specific implementations
+ /// </summary>
+ protected virtual string GetTitleForType(string type)
+ {
+ return uiName;
+ }
+
+ /// <summary>
+ /// Gets the appropriate description based on interaction type
+ /// Override this in derived classes for specific implementations
+ /// </summary>
+ protected virtual string GetDescriptionForType(string type)
+ {
+ return "";
+ }
+
+ /// <summary>
+ /// Activates the relevant panel based on the interaction type
+ /// </summary>
+ protected virtual void ActivateRelevantPanel(string type)
+ {
+ // If we have multiple panels, we can selectively enable them
+ // This is a simple implementation, you might want to expand this
+ // with a dictionary or switch statement for more complex UIs
+ if (panelsToManage != null && panelsToManage.Length > 0)
+ {
+ // Default behavior: activate the first panel
+ foreach (var panel in panelsToManage)
+ {
+ panel.SetActive(panel == panelsToManage[0]);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Get the GameObject that triggered this UI to open
+ /// </summary>
+ protected GameObject GetInteractionSource()
+ {
+ return interactionSource;
+ }
+
+ /// <summary>
+ /// Get the current interaction type
+ /// </summary>
+ protected string GetCurrentType()
+ {
+ return currentType;
+ }
+
+ /// <summary>
+ /// Check if the UI is currently open
+ /// </summary>
+ public bool IsOpen()
+ {
+ return isOpen;
+ }
+}
diff --git a/Assets/Scripts/Interact/UIController.cs.meta b/Assets/Scripts/Interact/UIController.cs.meta
new file mode 100644
index 0000000..17da60d
--- /dev/null
+++ b/Assets/Scripts/Interact/UIController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e7c5485a67a215a468597105831d5687
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 0d7365f..507fbe4 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -17,7 +17,7 @@
- GroundDetection
- Pickup
- Background
- -
+ - Interactable
-
-
-
--
Gitblit v1.10.0