Files
SimUL/Assets/Scripts/InteractableObjects/BaseInteractableObject.cs
T
2023-11-17 15:02:33 +02:00

84 lines
3.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public abstract class BaseInteractableObject : MonoBehaviour
{
[SerializeField]
public Transform _interactionPoint;
protected Dictionary<RadialMenuActions, RadialMenuActionDescription> _menuActions = new();
private RadialMenuActions _selectedAction;
protected Player _player;
private InteractionStatus _currentStatus = InteractionStatus.None;
private void Start()
{
_menuActions = new Dictionary<RadialMenuActions, RadialMenuActionDescription>
{
{ RadialMenuActions.Buy, new RadialMenuActionDescription() { Description = "Buy", IsEnabled = false } },
{ RadialMenuActions.Sleep, new RadialMenuActionDescription() { Description = "Sleep", IsEnabled = false } },
{ RadialMenuActions.Talk, new RadialMenuActionDescription() { Description = "Talk", IsEnabled = false } },
{ RadialMenuActions.Put, new RadialMenuActionDescription() { Description = "Put", IsEnabled = false } },
{ RadialMenuActions.Take, new RadialMenuActionDescription() { Description = "Take", IsEnabled = false } },
{ RadialMenuActions.Work, new RadialMenuActionDescription() { Description = "Work", IsEnabled = false } },
{ RadialMenuActions.Eat, new RadialMenuActionDescription() { Description = "Eat", IsEnabled = false } },
{ RadialMenuActions.Open, new RadialMenuActionDescription() { Description = "Open", IsEnabled = false } },
{ RadialMenuActions.Cancel, new RadialMenuActionDescription() { Description = "Cancel", IsEnabled = true } },
};
}
public InteractionStatus Interact(Player player)
{
_player = player;
PrepareMenuActions();
switch (_currentStatus)
{
case InteractionStatus.None:
var filteredActions = _menuActions.Where(x => x.Value.IsEnabled).ToDictionary(i => i.Key, i => i.Value) ;
UIManager.Instance.ShowItemsMenu(filteredActions, PopupMenuCallback);
_currentStatus = InteractionStatus.WaitForChoose;
break;
case InteractionStatus.Complete:
_currentStatus = InteractionStatus.None;
return InteractionStatus.Complete;
default:
if (_currentStatus != InteractionStatus.WaitForChoose && _currentStatus != InteractionStatus.Complete)
{
if (_player.IsPathComplete(_interactionPoint.position))
{
InteractAction(_selectedAction);
_currentStatus = InteractionStatus.None;
return InteractionStatus.Complete;
}
else
{
_currentStatus = InteractionStatus.FarFromPlayer;
}
}
break;
}
return _currentStatus;
}
private void PopupMenuCallback(RadialMenuActions action)
{
if (action == RadialMenuActions.Cancel)
{
_currentStatus = InteractionStatus.Complete;
}
else
{
_selectedAction= action;
_currentStatus = InteractionStatus.InProgress;
}
}
protected abstract void InteractAction(RadialMenuActions interactAction);
protected abstract void PrepareMenuActions();
}