Add picking up mechanic

This commit is contained in:
Jens Pitkänen 2020-04-18 23:52:37 +03:00
parent 248fb742b0
commit d03bbf6f97
11 changed files with 334 additions and 5 deletions

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m_MinMoveDistance: 0.001
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37
Assets/Scripts/Item.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class Item : MonoBehaviour {
[Header("Runtime values")]
public bool Grabbed = false;
private Rigidbody Body;
private Transform World;
private void Awake() {
Body = GetComponent<Rigidbody>();
World = GameObject.FindGameObjectWithTag("World").transform;
}
private void Update() {
if (Grabbed) {
transform.localPosition = Vector3.Lerp(transform.localPosition, Vector3.zero, 10f * Time.deltaTime);
transform.localRotation = Quaternion.Slerp(transform.localRotation, Quaternion.identity, 10f * Time.deltaTime);
}
}
public void PickUp(Transform handTransform) {
transform.parent = handTransform;
Body.isKinematic = true;
Grabbed = true;
}
public void Drop(Vector3 throwVector) {
transform.parent = World;
Body.isKinematic = false;
Body.AddForce(throwVector, ForceMode.VelocityChange);
Grabbed = false;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemGrabber : MonoBehaviour {
public Transform CameraTransform;
public Transform HandTransform;
public CanvasGroup GrabHint;
public LayerMask ItemLayer;
public float Distance;
public float ThrowVelocity;
[Header("Runtime values")]
public Item GrabbedItem;
private void Awake() {
if (GrabHint == null) {
Debug.LogWarning("Player's GrabHint is not set, and pick ups will not be indicated.");
}
}
private void Update() {
Item Item = null;
RaycastHit Hit;
Vector3 From = CameraTransform.position;
Vector3 Direction = CameraTransform.forward;
if (GrabbedItem == null) {
if (Physics.Raycast(From, Direction, out Hit, Distance, ItemLayer) &&
Hit.collider.attachedRigidbody != null) {
Item = Hit.collider.attachedRigidbody.GetComponent<Item>();
}
if (Item != null && Input.GetButtonDown("Grab")) {
Item.PickUp(HandTransform);
GrabbedItem = Item;
}
} else if (Input.GetButtonDown("Grab")) {
Vector3 Forward = CameraTransform.forward;
if (Physics.Raycast(From, Direction, out Hit, 10f)) {
// Throw direction should be where we're pointign, but slightly upwards
Forward = (Hit.point - From).normalized + Vector3.up;
}
GrabbedItem.Drop(Forward * ThrowVelocity);
GrabbedItem = null;
}
if (GrabHint != null) {
GrabHint.alpha = Mathf.Lerp(GrabHint.alpha, Item != null ? 1 : 0, 10f * Time.deltaTime);
}
}
}

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@ -8,6 +8,7 @@ public class PauseMenu : MonoBehaviour {
private void Awake() {
Canvas = GetComponent<CanvasGroup>();
Canvas.alpha = Paused ? 1 : 0;
}
private void Update() {

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@ -38,7 +38,7 @@ InputManager:
axis: 0
joyNum: 0
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m_Name: Fire1
m_Name: Grab
descriptiveName:
descriptiveNegativeName:
negativeButton:
@ -182,7 +182,7 @@ InputManager:
axis: 1
joyNum: 0
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m_Name: Fire1
m_Name: Grab
descriptiveName:
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tags:
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- World
layers:
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- TransparentFX
@ -16,7 +17,7 @@ TagManager:
-
- Post-Processing
- Campfire
-
- Item
-
-
-