200 lines
4.7 KiB
C#
200 lines
4.7 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class BasketController : MonoBehaviour
|
|
{
|
|
public ScoreManager scoreManager;
|
|
[SerializeField] private Transform basketHoldPoint;
|
|
[SerializeField] private LayerMask trickDetectMask = ~0;
|
|
private readonly Collider2D[] overlapHits = new Collider2D[8];
|
|
private BoxCollider2D basketCollider;
|
|
private TrickController currentTrick;
|
|
|
|
private void Awake()
|
|
{
|
|
basketCollider = GetComponent<BoxCollider2D>();
|
|
}
|
|
|
|
private void FixedUpdate()
|
|
{
|
|
RefreshTricksInBasket();
|
|
}
|
|
|
|
private void OnCollisionEnter2D(Collision2D collision)
|
|
{
|
|
Debug.Log("2D Solid hit with: " + collision.gameObject.name);
|
|
|
|
if (collision.gameObject.CompareTag("Interactable"))
|
|
{
|
|
if (collision.gameObject.GetComponent<TrickController>() != null)
|
|
{
|
|
RegisterTrick(collision.gameObject);
|
|
return;
|
|
}
|
|
|
|
RefreshTricksInBasket();
|
|
if (currentTrick != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
scoreManager.AddPoints(1);
|
|
|
|
GameObject.Destroy(collision.gameObject);
|
|
}
|
|
}
|
|
|
|
private void OnCollisionExit2D(Collision2D collision)
|
|
{
|
|
UnregisterTrick(collision.gameObject);
|
|
}
|
|
|
|
private void OnTriggerEnter2D(Collider2D other)
|
|
{
|
|
if (!other.CompareTag("Interactable"))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (other.GetComponent<TrickController>() != null)
|
|
{
|
|
RegisterTrick(other.gameObject);
|
|
}
|
|
}
|
|
|
|
private void OnTriggerExit2D(Collider2D other)
|
|
{
|
|
UnregisterTrick(other.gameObject);
|
|
}
|
|
|
|
private void RegisterTrick(GameObject obj)
|
|
{
|
|
if (obj.TryGetComponent<TrickController>(out var trick))
|
|
{
|
|
if (currentTrick != null && currentTrick != trick)
|
|
{
|
|
return;
|
|
}
|
|
|
|
currentTrick = trick;
|
|
trick.SetBasketed(true, GetBasketAnchorPosition(trick));
|
|
}
|
|
}
|
|
|
|
private void UnregisterTrick(GameObject obj)
|
|
{
|
|
if (obj == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (obj.TryGetComponent<TrickController>(out var trick))
|
|
{
|
|
if (currentTrick == trick)
|
|
{
|
|
currentTrick = null;
|
|
trick.SetBasketed(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void RefreshTricksInBasket()
|
|
{
|
|
if (basketCollider == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var filter = new ContactFilter2D();
|
|
filter.SetLayerMask(trickDetectMask);
|
|
filter.useTriggers = true;
|
|
|
|
var hitCount = basketCollider.Overlap(filter, overlapHits);
|
|
for (var i = 0; i < hitCount; i++)
|
|
{
|
|
var hit = overlapHits[i];
|
|
if (hit == null || !hit.CompareTag("Interactable"))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (hit.TryGetComponent<TrickController>(out var trick))
|
|
{
|
|
if (currentTrick == null)
|
|
{
|
|
currentTrick = trick;
|
|
trick.SetBasketed(true, GetBasketAnchorPosition(trick));
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (currentTrick == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (currentTrick.IsCarried)
|
|
{
|
|
currentTrick.SetBasketed(false);
|
|
currentTrick = null;
|
|
return;
|
|
}
|
|
|
|
var stillInside = false;
|
|
for (var i = 0; i < hitCount; i++)
|
|
{
|
|
var hit = overlapHits[i];
|
|
if (hit == null || !hit.CompareTag("Interactable"))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (hit.TryGetComponent<TrickController>(out var trick) && trick == currentTrick)
|
|
{
|
|
stillInside = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!stillInside)
|
|
{
|
|
currentTrick.SetBasketed(false);
|
|
currentTrick = null;
|
|
}
|
|
}
|
|
|
|
private Vector2? GetBasketAnchorPosition(TrickController trick)
|
|
{
|
|
if (basketHoldPoint != null)
|
|
{
|
|
return OffsetForTrickHeight(basketHoldPoint.position, trick);
|
|
}
|
|
|
|
if (basketCollider != null)
|
|
{
|
|
return OffsetForTrickHeight(basketCollider.bounds.center, trick);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
private Vector2 OffsetForTrickHeight(Vector2 anchor, TrickController trick)
|
|
{
|
|
if (trick == null)
|
|
{
|
|
return anchor;
|
|
}
|
|
|
|
var renderer = trick.GetComponent<SpriteRenderer>();
|
|
if (renderer == null)
|
|
{
|
|
return anchor;
|
|
}
|
|
|
|
anchor.y += renderer.bounds.size.y * 0.5f;
|
|
return anchor;
|
|
}
|
|
}
|