Files
ggj2026/Assets/Scripts/PlayerPickupController.cs
T
Walter c759d55b91 Treat Pickup Working
got treats working and added a trick prefab
2026-01-31 12:50:24 -06:00

117 lines
3.4 KiB
C#

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