101 lines
3.2 KiB
C#
101 lines
3.2 KiB
C#
using UnityEngine;
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using Ashwild.Interaction;
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using Ashwild.Inventory;
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namespace Ashwild.Network
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{
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/// <summary>
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/// The single component for every world pickup — scattered ground items, hand-placed items, and
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/// runtime drops alike. A WorldObject backed by the PickableRegistry: scene pickups self-register
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/// with a baked id (>= 0); drops are spawned by the registry with a negative id.
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/// </summary>
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[DisallowMultipleComponent]
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public class Pickable : WorldObject, IInteractable
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{
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#region Serialized Fields
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[Header("Item")]
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[SerializeField] private ItemData itemData;
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[SerializeField] private int quantity = 1;
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[Header("Interaction")]
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[SerializeField] private string interactionVerb = "Pick up";
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#endregion
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#region Public API
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/// <summary>
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/// The item this pickup grants.
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/// </summary>
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public ItemData ItemData => itemData;
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/// <summary>
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/// How many of the item this pickup grants.
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/// </summary>
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public int Quantity => quantity;
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/// <summary>
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/// Crosshair label such as "Pick up Wood".
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/// </summary>
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public string InteractionPrompt =>
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itemData != null ? $"{interactionVerb} {itemData.ItemName}" : interactionVerb;
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/// <summary>
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/// Configures a runtime drop instance (called by the registry on each client after spawn).
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/// </summary>
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public void InitializeAsDrop(int dropId, ItemData data, int qty)
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{
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SetId(dropId);
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itemData = data;
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quantity = qty;
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}
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/// <summary>
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/// IInteractable entry point — runs on the interacting (owner) client.
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/// </summary>
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public void Interact() => Pickup();
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/// <summary>
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/// Asks the registry (server) to claim this pickup for the local player. Aborts if already
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/// claimed or the local inventory is full.
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/// </summary>
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public void Pickup()
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{
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if (itemData == null)
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{
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Debug.LogError($"[Pickable] '{name}' has no ItemData assigned.", this);
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return;
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}
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if (PickableRegistry.Instance == null)
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{
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Debug.LogError("[Pickable] No PickableRegistry in the scene.", this);
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return;
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}
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if (PickableRegistry.Instance.IsClaimed(Id)) return;
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// Client-side pre-check so we don't claim something we can't hold.
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if (PlayerInventory.Instance != null && !PlayerInventory.Instance.CanFit(itemData, quantity))
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return;
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PickableRegistry.Instance.RequestPickupServerRpc(Id);
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}
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#endregion
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#region WorldObject
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/// <summary>
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/// Only scene pickups self-register; drops are registered by the registry on spawn.
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/// </summary>
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protected override bool ShouldAutoRegister => Id >= 0;
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/// <summary>
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/// This pickup belongs to the PickableRegistry.
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/// </summary>
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protected override WorldObjectRegistry GetRegistry() => PickableRegistry.Instance;
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#endregion
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}
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}
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