ProjetPatate/Assets/Scripts/Tavernkeeper_controller.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using System; //Exceptions
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Animator))]
public class Tavernkeeper_controller : MonoBehaviour
{
public float mvt_speed = 5.0f; //Movement speed
public float action_dist = 1.5f; //Action distance
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IDictionary<string, GameObject> hand_container; //Objects in hand
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// Last user inputs
float horizontal;
float vertical;
float hands;
Vector2 lookDirection = new Vector2(1,0);
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Rigidbody2D rigidbody2d;
Animator animator;
//TODO: assigner automatiquement à une autre mains si pleine
public void grab(GameObject obj, string hand)
{
//Test
if(!hand_container.ContainsKey(hand))
{
throw new Exception("Invalid key for hands :"+hand);
}
IGrabable grabable_obj = obj.GetComponent<IGrabable>();
if(grabable_obj!=null && hand_container[hand] is null && grabable_obj.size==1) //Empty hand
{
// hit_object.transform.SetParent(transform);
// hit_object.transform.localPosition = new Vector2(-0.2f,0.2f);
grabable_obj.take();
hand_container[hand]=obj;
}
else
{
Debug.Log(gameObject.name+" cannot grab (hand full): " + obj);
}
}
// Start is called before the first frame update
void Start()
{
if(gameObject.tag != "Player")
Debug.LogWarning(gameObject.name+" tag should be set to 'Player' to work properly");
rigidbody2d = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
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hand_container = new Dictionary<string, GameObject>(){
{"left", null},
{"right", null}
};
}
// Update is called once per frame
void Update()
{
//Read inputs
horizontal = Input.GetAxis("Horizontal"); //See Edit/Project setting / Input Manager
vertical = Input.GetAxis("Vertical");
hands = Input.GetAxis("Hand");
//Movement action
Vector2 move = new Vector2(horizontal, vertical);
//Update animation direction
if(!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) //Movement requested ?
{
lookDirection.Set(move.x, move.y); //== lookDirection=move
lookDirection.Normalize();
}
animator.SetFloat("Look X", lookDirection.x);
animator.SetFloat("Look Y", lookDirection.y);
animator.SetFloat("Speed", move.magnitude);
//Hands actions
if(!Mathf.Approximately(hands, 0.0f))
{
if(hands>0)
{
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// Debug.Log("Left hand");
handAction("left");
}
else
{
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// Debug.Log("Right hand");
handAction("right");
}
}
}
// Update used by the Physics engine
void FixedUpdate()
{
//Movement of a physic object
Vector2 position = rigidbody2d.position;
position.x = position.x + mvt_speed * horizontal * Time.deltaTime;
position.y = position.y + mvt_speed * vertical * Time.deltaTime;
rigidbody2d.MovePosition(position); //Movement processed by the phyisc engine for Collision, etc.
}
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//Handle action with hands ("left" or "right")
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void handAction(string hand)
{
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//Test
if(!hand_container.ContainsKey(hand))
{
throw new Exception("Invalid key for hands :"+hand);
}
// Test collision of ray from tavernkeeper center (A verifier) at action_dist unit distance on Interactions layer
RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.up * 0.2f, lookDirection, action_dist, LayerMask.GetMask("Interactions"));
if (hit.collider != null)
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{
GameObject hit_object = hit.collider.gameObject;
// Debug.Log("Raycast has hit the object " + hit_object.name+ hit_object.tag);
if (hit_object != null)
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{
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//Handle objects interactions by tags
//TODO : Factoriser actions des Clients/Workshop
//TODO : Gérer cas Grabable & Workshop
if(hit_object.tag == "Grabable")
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{
grab(hit_object, hand);
}
else if(hit_object.tag == "Client")
{
// Debug.Log("Give "+ hand_container[hand].name+" to "+hit_object.name);
Client_controller client = hit_object.GetComponent<Client_controller>();
if(client!=null)
{
if(client.use(hand_container[hand])) //Interactions w/ object in hands
{
//Object taken by client
hand_container[hand]=null;
}
}
}
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else if(hit_object.tag == "Workshop")
{
IUsable workshop = hit_object.GetComponent<IUsable>();
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if(workshop!=null)
{
if(hand_container[hand] is null) //No object in hands
{
workshop.use(gameObject); //Tavernkeeper interacting directly w/ workshop
Debug.Log(gameObject.name+" use "+hit_object.name);
}
else if(workshop.use(hand_container[hand])) //Interactions w/ object in hands
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{
//Object taken by workshop
hand_container[hand]=null;
Debug.Log("Give "+ hand_container[hand].name+" to "+hit_object.name);
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}
}
}
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else
{
Debug.Log(hit_object.tag+" tag not handled by "+gameObject.name);
}
}
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}
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else if (hand_container[hand] != null) //Hand full and no hits
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{
if (hand_container[hand].tag == "Grabable") //Drop obj carried on player position
{
IGrabable obj = hand_container[hand].GetComponent<IGrabable>();
if(obj !=null)
{
obj.drop(rigidbody2d.position);
hand_container[hand]=null;
}
}
else
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{
Debug.Log(gameObject+" doesn't handle Hand full with "+ hand_container[hand]);
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}
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}
}
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//Returns set of free hands (keys)
// ISet<string> freeHands()
// {
// HashSet<string> res = new HashSet<string>();
// foreach ( KeyValuePair<string, GameObject> kvp in hand_container)
// {
// if(kvp.Value is null)
// {
// res.Add(kvp.Key);
// }
// }
// return res;
// }
}