98 lines
3.4 KiB
C#
98 lines
3.4 KiB
C#
using System.Collections;
|
|
using UnityEngine;
|
|
|
|
public class UseItem : MonoBehaviour
|
|
{
|
|
[SerializeField] private string itemTag;
|
|
private GameObject heldItem;
|
|
private bool isHoldingItem = false;
|
|
private float holdStartTime;
|
|
public float holdTime;
|
|
private Damageable damageable;
|
|
|
|
[SerializeField] public Transform head;
|
|
|
|
private void Start()
|
|
{
|
|
damageable = GetComponent<Damageable>();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (isHoldingItem)
|
|
{
|
|
// Keeps hat on the player's head
|
|
heldItem.transform.localPosition = Vector3.zero;
|
|
if (GameManager.gameMode == GameManager.GameMode.keepAway)
|
|
{
|
|
// Adds time to the player's leaderboard standing
|
|
holdTime += Time.deltaTime;
|
|
GameManager.Instance.UpdatePlayerHoldTime(gameObject, holdTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnCollisionEnter2D(Collision2D collision) // Player automatically picks up hat when touching it
|
|
{
|
|
if (collision.gameObject.CompareTag("Hat") && !isHoldingItem && !damageable.dying)
|
|
{
|
|
PickUpItem(collision.gameObject);
|
|
}
|
|
}
|
|
|
|
private void PickUpItem(GameObject item) // Player picks up hat and starts hold counter
|
|
{
|
|
if (damageable.dying) return; // Prevent picking up items if the player is dying
|
|
if (HatRespawn.canBePickedUp == false) return; // Prevent picking up items if they are not interactable
|
|
|
|
heldItem = item;
|
|
isHoldingItem = true;
|
|
holdStartTime = Time.time;
|
|
item.GetComponent<Collider2D>().enabled = false;
|
|
item.GetComponent<Rigidbody2D>().bodyType = RigidbodyType2D.Static;
|
|
item.GetComponent<HatRespawn>().Interact();
|
|
item.transform.parent = head;
|
|
item.transform.localRotation = Quaternion.identity;
|
|
item.transform.localPosition = Vector3.zero;
|
|
if (!GameManager.playerHoldTimes.ContainsKey(gameObject))
|
|
{
|
|
GameManager.playerHoldTimes[gameObject] = 0f;
|
|
}
|
|
GameManager.Instance.StopCoroutine("MoveHatToWinner");
|
|
}
|
|
|
|
public void DropItem() // Player drops hat when hit
|
|
{
|
|
if (GameManager.Instance.gameOver) return; // Prevent dropping items if the game is over
|
|
|
|
if (isHoldingItem)
|
|
{
|
|
heldItem.GetComponent<Collider2D>().enabled = true;
|
|
HatRespawn.canBePickedUp = false;
|
|
StartCoroutine(WaitForInteractability());
|
|
heldItem.GetComponent<Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;
|
|
heldItem.GetComponent<Rigidbody2D>().AddForce(Vector2.up * Random.Range(10f, 30f) + Vector2.right * Random.Range(-10, 10), ForceMode2D.Impulse);
|
|
heldItem.GetComponent<Rigidbody2D>().AddTorque(Random.Range(-5, 5), ForceMode2D.Impulse);
|
|
heldItem.GetComponent<HatRespawn>().OnHatDropped();
|
|
heldItem.transform.parent = GameManager.Instance.transform;
|
|
heldItem = null;
|
|
isHoldingItem = false;
|
|
if (GameManager.playerHoldTimes.ContainsKey(gameObject))
|
|
{
|
|
GameManager.playerHoldTimes.Remove(gameObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
private IEnumerator WaitForInteractability()
|
|
{
|
|
yield return new WaitForSeconds(0.1f);
|
|
HatRespawn.canBePickedUp = true;
|
|
}
|
|
|
|
public bool IsHoldingItem()
|
|
{
|
|
return isHoldingItem;
|
|
}
|
|
}
|