Treat Pickup Working
got treats working and added a trick prefab
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@@ -0,0 +1,116 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerPickupController : MonoBehaviour
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{
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[SerializeField] private InputActionAsset inputActions;
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[SerializeField] private string actionMapName = "Player";
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[SerializeField] private string interactActionName = "Interact";
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private InputActionAsset runtimeActions;
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private InputAction interactAction;
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[SerializeField] private string controlSchemeName = "";
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[Header("Setup")]
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public Transform holdPoint; // Empty GameObject above head
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public float pickupRange = 2.0f;
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private GameObject heldObject;
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private void OnEnable()
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{
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if (inputActions == null)
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{
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Debug.LogError("PlayerPickupController missing InputActionAsset reference.", this);
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return;
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}
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runtimeActions = Instantiate(inputActions);
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if (!string.IsNullOrWhiteSpace(controlSchemeName))
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{
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runtimeActions.bindingMask = InputBinding.MaskByGroup(controlSchemeName);
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}
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var map = runtimeActions.FindActionMap(actionMapName, true);
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interactAction = map.FindAction(interactActionName, true);
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if (interactAction != null)
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{
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interactAction.Enable();
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interactAction.performed += OnInteractPerformed;
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}
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}
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private void OnDisable()
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{
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if (interactAction != null)
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{
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interactAction.performed -= OnInteractPerformed;
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interactAction.Disable();
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}
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if (runtimeActions != null)
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{
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runtimeActions.Disable();
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runtimeActions = null;
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}
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}
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private void OnInteractPerformed(InputAction.CallbackContext context)
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{
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Debug.Log("Interact action performed");
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if(heldObject != null)
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{
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Debug.Log("Dropping held object");
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DropObject();
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return;
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}
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TryPickUp();
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}
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void TryPickUp()
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{
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// Find all colliders within range
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Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, pickupRange);
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Debug.Log(colliders.Length + " colliders found in range");
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foreach (var col in colliders)
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{
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if (col.CompareTag("Interactable"))
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{
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heldObject = col.gameObject;
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// Parent the object to the HoldPoint and reset its local position
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heldObject.transform.SetParent(holdPoint);
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heldObject.transform.localPosition = Vector3.zero;
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heldObject.transform.localRotation = Quaternion.identity;
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// Disable physics so it doesn't fall or collide with the player
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if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
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{
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rb.bodyType = RigidbodyType2D.Kinematic;
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rb.gravityScale = 0;
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rb.mass = 0;
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}
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if (col != null) col.enabled = false;
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break;
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}
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}
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}
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void DropObject()
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{
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// Re-enable physics
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if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
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{
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rb.bodyType = RigidbodyType2D.Dynamic;
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rb.gravityScale = 1;
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}
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Collider2D col = heldObject.GetComponent<Collider2D>();
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if (col != null) col.enabled = true;
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// Unparent
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heldObject.transform.SetParent(null);
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heldObject = null;
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}
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}
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