revival/game/Assets/Scripts/Artefacts/ArtefactControl.cs

85 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Ktyl.Util;
using UnityEngine.Events;
public class ArtefactControl : MonoBehaviour
{
private bool _show;
protected bool _canInteract;
[SerializeField]
private Artefact data;
public int artefactID => _artefactID;
private int _artefactID;
[SerializeField] private SerialInt _nearbyArtefactID;
[SerializeField] private ArtefactSystem _artefacts;
protected virtual void Start()
{
_artefactID = data.artefactID;
_show = data.show;
_canInteract = data.canInteract;
EventHandler.current.onArtefactTriggerEnter += NearArtefact;
EventHandler.current.onArtefactTriggerExit += AwayArtefact;
EventHandler.current.onArtefactPickUp += PickUp;
}
private void NearArtefact(int id)
{
if (id == this._artefactID)
{
_show = true;
this._canInteract = true;
}
}
private void AwayArtefact(int id)
{
if (id == this._artefactID)
{
_show = false;
_canInteract = false;
}
}
protected virtual void PickUp(int id)
{
if (id == this._artefactID)
{
if (_canInteract == true)
{
// artefact system informs other systems about found artefact
_artefacts.FindArtefact(data);
}
if (this.gameObject != null)
{
data.Pickup();
_nearbyArtefactID.Value = -1;
_canInteract = false;
//_show = false;
Destroy(this.gameObject);
}
}
}
void OnGUI()
{
if (_show)
{
GUI.Label(new Rect(Screen.width / 2 - 50, 5, 100, 100), "Press E to pickup");
}
}
}