Esempio n. 1
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    // TODO: Figure out how to potentially cancel picking up the item if the pickup failed
    // Option: begin pickup and delete the object, drop a new one onto the ground? Not excited about that one
    private void HandleInteraction(object sender, InteractResult result)
    {
        Debug.Log("Interacting!");
        if (result.success)
        {
            switch (result.type)
            {
            case InteractType.item:
                // Tasks:
                // Add it to the inventory and get back a response

                InvItem response = _invMgr.inventory.AddItem(result.item);
                // Check the response
                //  -If it's successfully added with no leftover, delete the object
                //  -If it succeeded, but there's leftover, update the object's count
                //  -If it failed, figure out why and maybe later we post a notification
                if (response.quantity == 0)
                {
                    Debug.Log($"Item {result.item} has been picked up from {result.target.name}");
                    Destroy(result.target);
                }
                else if (response.quantity > 0)
                {
                    try {
                        ItemPickup itemPickup = result.target.GetComponent <ItemPickup>();
                        itemPickup.UpdateItem(response);
                    } catch (Exception ex) {
                        Debug.LogError("Error while updating item! " + ex.Message);
                    }
                }
                // How is failure identified?
                break;

            case InteractType.door:
                Debug.Log("Door opened!");
                break;

            case InteractType.button:
                Debug.Log("Button pressed!");
                break;
            }
        }
        else
        {
            Debug.LogError("Interact Failed!");
        }
    }