Beispiel #1
0
    void Update()
    {
        StatusText    statusText  = FindObjectOfType <StatusText>(); // TODO: UIHandler?
        PlayerHandler player      = FindObjectOfType <PlayerHandler>();
        GameObject    currentTile = player.GetCurrentTile();
        Inventory     inventory   = player.GetInventory();

        if (player.IsBusy())
        {
            return;              // Skip the rest if we are "busy"
        }
        if (!interactionCooldown)
        {
            status = "Overworld";
        }

        // Handle teleporting
        // TODO: Move
        if (currentTile && currentTile.tag == "Traversable")
        {
            status = "Press f to traverse!";

            if (Input.GetKey("f"))
            {
                Traversable traversable = currentTile.GetComponent <Traversable>();
                traversable.Traverse();
            }
        }

        // Handle collecting
        if (currentTile && !interactionCooldown && currentTile.tag == "Collectable")
        {
            status = "Press f to pick up!";

            if (Input.GetKey("f"))
            {
                Collectable collectable = currentTile.GetComponent <Collectable>();
                Item        drop        = collectable.Collect();

                if (drop != null)
                {
                    status = "Picked up item!";
                    inventory.addItem(drop);
                }
                else
                {
                    status = "You can't pick that up!";
                }
            }
        }

        // Handle attacking
        if (currentTile && !interactionCooldown && currentTile.tag == "Attackable")
        {
            status = "Press f to attack!";

            if (Input.GetKey("f"))
            {
                Attackable attackable = currentTile.GetComponent <Attackable>();
                Item       drop       = attackable.Attack();

                if (drop != null)
                {
                    status = "They dropped an item!";
                    inventory.addItem(drop);
                }
                else
                {
                    status = "Not dead yet!";
                }
            }
        }

        // Handle mining
        if (currentTile && !interactionCooldown && currentTile.tag == "Mineable")
        {
            status = "Press f to mine!";

            if (Input.GetKey("f"))
            {
                // Start cooldown timer
                StartCoroutine(InteractCooldown(0.2f));
                interactionCooldown = true;

                status = "Mining!";

                Mineable mineable = currentTile.GetComponent <Mineable>();
                Item     drop     = mineable.mine();

                if (drop != null)
                {
                    status = "Mining succeeded!";
                    inventory.addItem(drop);
                }
                else
                {
                    status = "Mining failed!";
                }
            }
        }

        // Handle interacting
        if (currentTile && !interactionCooldown && currentTile.tag == "Interactable")
        {
            status = "Press f to talk!";

            if (Input.GetKey("f"))
            {
                // Start cooldown timer
                StartCoroutine(InteractCooldown(1.0f));
                interactionCooldown = true;

                Interactable interactable = currentTile.GetComponent <Interactable>();

                if (interactable.Interact())
                {
                    status = "Talking... (Press Space to Continue)";
                }
                else
                {
                    status = "They don't seem to have much to say...";
                }
            }
        }

        // Update status
        statusText.SetStatusText(status);
    }