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

89 lines
2.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Ktyl.Util;
public class ArtefactControl : MonoBehaviour
{
private bool _show;
protected bool _canInteract;
public Artefact data => _data;
[SerializeField] private Artefact _data;
public int artefactID => _artefactID;
private int _artefactID;
private string _artefactDialogue;
[SerializeField] private SerialInt _nearbyArtefactID;
protected virtual void Awake()
{
_artefactID = _data.artefactID;
_artefactDialogue = _data.artefactDialogue;
_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)
{
ArtefactInventory.addA(_data);
//debug ArtefactInventory
//foreach (var x in ArtefactInventory.artefactList)
//{
// Debug.Log(x.ToString());
//}
}
//here put 'show artifact dialogue'
if (this.gameObject != null)
{
_data.PowerUnlock();
_nearbyArtefactID.Value = -1;
_canInteract = false;
EventHandler.current.ArtefactUI();
Destroy(this.gameObject);
}
}
}
void OnGUI()
{
if (_show)
{
GUI.Label(new Rect(Screen.width / 2 - 50, 5, 100, 100), "Press E to pickup");
}
}
}