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list is used both for pathfinding and for movement. + * This component manages a list of allowed tiles. + * The list can be updated dynamically based on game interactions. */ public class AllowedTiles : MonoBehaviour { [SerializeField] TileBase[] allowedTiles = null; + /** + * Checks if a tile is in the allowed tiles list. + * @param tile The tile to check. + * @return True if the tile is allowed, otherwise false. + */ public bool Contains(TileBase tile) { return allowedTiles.Contains(tile); } - public TileBase[] Get() { return allowedTiles; } + /** + * Retrieves the current list of allowed tiles. + * @return An array of allowed tiles. + */ + public TileBase[] Get() { + return allowedTiles; + } + + /** + * Updates the allowed tiles dynamically during gameplay. + * @param newTiles An array of TileBase objects to set as the new allowed tiles. + */ + public void UpdateAllowedTiles(TileBase[] newTiles) { + if (newTiles == null || newTiles.Length == 0) { + Debug.LogError("New allowed tiles array is null or empty!"); + return; + } + allowedTiles = newTiles; + Debug.Log("Allowed tiles updated successfully!"); + } } diff --git a/Assets/Scripts/2-player/KeyboardMoverByTile.cs b/Assets/Scripts/2-player/KeyboardMoverByTile.cs index 065ac8d..d4f69b0 100644 --- a/Assets/Scripts/2-player/KeyboardMoverByTile.cs +++ b/Assets/Scripts/2-player/KeyboardMoverByTile.cs @@ -3,26 +3,72 @@ using UnityEngine.Tilemaps; /** - * This component allows the player to move by clicking the arrow keys, - * but only if the new position is on an allowed tile. + * This component allows the player to move using the arrow keys, + * but only if the new position is on an allowed tile. + * It also handles interactions with items like the boat and goat. */ -public class KeyboardMoverByTile: KeyboardMover { +public class KeyboardMoverByTile : KeyboardMover { [SerializeField] Tilemap tilemap = null; -// [SerializeField] TileBase[] allowedTiles = null; [SerializeField] AllowedTiles allowedTiles = null; + [SerializeField] private bool isCarryingItem = false; // Tracks whether the player is carrying an item. + /** + * Gets the tile at a given world position. + * @param worldPosition The world position to check. + * @return The TileBase object at the specified position. + */ private TileBase TileOnPosition(Vector3 worldPosition) { Vector3Int cellPosition = tilemap.WorldToCell(worldPosition); return tilemap.GetTile(cellPosition); } + /** + * Updates player movement and handles interactions with items. + */ void Update() { Vector3 newPosition = NewPosition(); TileBase tileOnNewPosition = TileOnPosition(newPosition); + if (allowedTiles.Contains(tileOnNewPosition)) { transform.position = newPosition; + HandleInteraction(tileOnNewPosition); } else { Debug.LogError("You cannot walk on " + tileOnNewPosition + "!"); } } + + /** + * Handles interactions when the player moves onto a tile with an item. + * @param tile The tile that the player has moved onto. + */ + private void HandleInteraction(TileBase tile) { + // Example interaction logic: + if (tile.name == "Boat") { // Replace with the actual name of the boat tile. + Debug.Log("Player picked up the boat!"); + isCarryingItem = true; + UpdateAllowedTilesForBoat(); + } else if (tile.name == "Goat") { // Replace with the actual name of the goat tile. + Debug.Log("Player picked up the goat!"); + isCarryingItem = true; + UpdateAllowedTilesForGoat(); + } + } + + /** + * Updates allowed tiles for when the player carries the boat. + */ + private void UpdateAllowedTilesForBoat() { + TileBase[] newAllowedTiles = { /* Add water and other relevant tiles here */ }; + allowedTiles.UpdateAllowedTiles(newAllowedTiles); + Debug.Log("Allowed tiles updated for carrying the boat."); + } + + /** + * Updates allowed tiles for when the player carries the goat. + */ + private void UpdateAllowedTilesForGoat() { + TileBase[] newAllowedTiles = { /* Add grass and other relevant tiles here */ }; + allowedTiles.UpdateAllowedTiles(newAllowedTiles); + Debug.Log("Allowed tiles updated for carrying the goat."); + } } diff --git a/Assets/Scripts/5-Items.meta b/Assets/Scripts/5-Items.meta new file mode 100644 index 0000000..eb7b3a9 --- /dev/null +++ b/Assets/Scripts/5-Items.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7b552c7404d5f41a7b058f34057fdafa +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/5-Items/Boat.cs b/Assets/Scripts/5-Items/Boat.cs new file mode 100644 index 0000000..72bab5e --- /dev/null +++ b/Assets/Scripts/5-Items/Boat.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using UnityEngine.Tilemaps; + +/** + * This component manages the boat's interactions. + * Handles player pickup, updates allowed tiles for movement, and ensures compatibility with the game system. + */ +public class Boat : MonoBehaviour { + [SerializeField] AllowedTiles allowedTiles = null; + + private bool isPickedUp = false; // Tracks whether the boat is picked up. + + /** + * Handles the player's interaction with the boat. + * Updates allowed tiles when the boat is picked up. + * @param player The GameObject interacting with the boat. + */ + public void OnPlayerInteraction(GameObject player) { + if (!isPickedUp) { + Debug.Log("Boat picked up by player!"); + isPickedUp = true; + UpdateAllowedTilesForBoat(); + } else { + Debug.Log("Boat is already being carried!"); + } + } + + /** + * Updates the allowed tiles to include water tiles when the boat is picked up. + */ + private void UpdateAllowedTilesForBoat() { + TileBase[] waterTiles = { /* Add the specific water tiles here */ }; + allowedTiles.UpdateAllowedTiles(waterTiles); + Debug.Log("Allowed tiles updated for boat movement."); + } + + /** + * Resets the boat's state when dropped by the player. + * Updates allowed tiles back to the default state. + * @param player The GameObject dropping the boat. + */ + public void OnPlayerDrop(GameObject player) { + if (isPickedUp) { + Debug.Log("Boat dropped by player."); + isPickedUp = false; + ResetAllowedTiles(); + } + } + + /** + * Resets the allowed tiles back to the default state. + */ + private void ResetAllowedTiles() { + TileBase[] defaultTiles = { /* Add default tiles here */ }; + allowedTiles.UpdateAllowedTiles(defaultTiles); + Debug.Log("Allowed tiles reset after boat drop."); + } +} diff --git a/Assets/Scripts/5-Items/Boat.cs.meta b/Assets/Scripts/5-Items/Boat.cs.meta new file mode 100644 index 0000000..e6310b1 --- /dev/null +++ b/Assets/Scripts/5-Items/Boat.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1f79572f6e01b4e5a9c3de2143e8f60e \ No newline at end of file diff --git a/Assets/Scripts/5-Items/Goat.cs b/Assets/Scripts/5-Items/Goat.cs new file mode 100644 index 0000000..ec37951 --- /dev/null +++ b/Assets/Scripts/5-Items/Goat.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using UnityEngine.Tilemaps; + +/** + * This component manages the goat's interactions. + * Handles player pickup, updates allowed tiles for movement, and ensures compatibility with the game system. + */ +public class Goat : MonoBehaviour { + [SerializeField] AllowedTiles allowedTiles = null; + + private bool isPickedUp = false; // Tracks whether the goat is picked up. + + /** + * Handles the player's interaction with the goat. + * Updates allowed tiles when the goat is picked up. + * @param player The GameObject interacting with the goat. + */ + public void OnPlayerInteraction(GameObject player) { + if (!isPickedUp) { + Debug.Log("Goat picked up by player!"); + isPickedUp = true; + UpdateAllowedTilesForGoat(); + } else { + Debug.Log("Goat is already being carried!"); + } + } + + /** + * Updates the allowed tiles to include goat-friendly terrain when picked up. + */ + private void UpdateAllowedTilesForGoat() { + TileBase[] goatAllowedTiles = { /* Add specific tiles here (e.g., grass) */ }; + allowedTiles.UpdateAllowedTiles(goatAllowedTiles); + Debug.Log("Allowed tiles updated for goat movement."); + } + + /** + * Resets the goat's state when dropped by the player. + * Updates allowed tiles back to the default state. + * @param player The GameObject dropping the goat. + */ + public void OnPlayerDrop(GameObject player) { + if (isPickedUp) { + Debug.Log("Goat dropped by player."); + isPickedUp = false; + ResetAllowedTiles(); + } + } + + /** + * Resets the allowed tiles back to the default state. + */ + private void ResetAllowedTiles() { + TileBase[] defaultTiles = { /* Add default tiles here */ }; + allowedTiles.UpdateAllowedTiles(defaultTiles); + Debug.Log("Allowed tiles reset after goat drop."); + } +} diff --git a/Assets/Scripts/5-Items/Goat.cs.meta b/Assets/Scripts/5-Items/Goat.cs.meta new file mode 100644 index 0000000..1ed70b3 --- /dev/null +++ b/Assets/Scripts/5-Items/Goat.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a3b10189a928a45cf9cf74e110d6f0db \ No newline at end of file diff --git a/Assets/Scripts/5-Items/InteractionManager b/Assets/Scripts/5-Items/InteractionManager new file mode 100644 index 0000000..d2ec16e --- /dev/null +++ b/Assets/Scripts/5-Items/InteractionManager @@ -0,0 +1,76 @@ +using UnityEngine; + +/** + * This component manages interactions between the player and items like the goat and boat. + * It coordinates updates to the allowed tiles and ensures proper state management. + */ +public class InteractionManager : MonoBehaviour { + [SerializeField] AllowedTiles allowedTiles = null; + [SerializeField] GameObject player = null; + + private GameObject carriedItem = null; // Tracks the currently carried item. + + /** + * Handles player interaction with an interactive object. + * @param interactable The GameObject being interacted with (e.g., boat or goat). + */ + public void OnPlayerInteraction(GameObject interactable) { + if (carriedItem == null) { + PickUpItem(interactable); + } else if (carriedItem == interactable) { + DropItem(); + } else { + Debug.Log("Player is already carrying an item!"); + } + } + + /** + * Handles the logic for picking up an item. + * @param item The GameObject being picked up. + */ + private void PickUpItem(GameObject item) { + carriedItem = item; + + if (item.TryGetComponent(out Boat boat)) { + boat.OnPlayerInteraction(player); + } else if (item.TryGetComponent(out Goat goat)) { + goat.OnPlayerInteraction(player); + } + + Debug.Log($"{item.name} picked up by player."); + } + + /** + * Handles the logic for dropping the currently carried item. + */ + private void DropItem() { + if (carriedItem != null) { + if (carriedItem.TryGetComponent(out Boat boat)) { + boat.OnPlayerDrop(player); + } else if (carriedItem.TryGetComponent(out Goat goat)) { + goat.OnPlayerDrop(player); + } + + Debug.Log($"{carriedItem.name} dropped by player."); + carriedItem = null; + } else { + Debug.Log("No item to drop!"); + } + } + + /** + * Checks if the player is currently carrying an item. + * @return True if the player is carrying an item, otherwise false. + */ + public bool IsCarryingItem() { + return carriedItem != null; + } + + /** + * Gets the currently carried item. + * @return The GameObject being carried by the player, or null if none. + */ + public GameObject GetCarriedItem() { + return carriedItem; + } +} diff --git a/Assets/Scripts/5-Items/InteractionManager.meta b/Assets/Scripts/5-Items/InteractionManager.meta new file mode 100644 index 0000000..3962598 --- /dev/null +++ b/Assets/Scripts/5-Items/InteractionManager.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: eb60a65329a1c4ae4809231e50cf3b36 \ No newline at end of file