using UnityEngine; public enum InteractionType { None = 0, PickUp, Cook, Talk }; public class InteractionManager : MonoBehaviour { private InteractionType _potentialInteraction; [HideInInspector] public InteractionType currentInteraction; [SerializeField] private InputReader _inputReader = default; //To store the object we are currently interacting with private GameObject _currentInteractableObject = null; //Or do we want to have stg specific for every type of interaction like: //Item for pickup? //Character (or other relevant type) for talk? //Events for the different interaction types [Header("Broadcasting on")] [SerializeField] private ItemEventChannelSo _onObjectPickUp = default; //double check with the action name we will show on the UI (because we will not really starting cooking but showing the UI?) [SerializeField] private VoidEventChannelSO _onCookingStart = default; [SerializeField] private DialogueEventChannelSo _startTalking = default; //UI event [SerializeField] private InteractionUIEventChannelSO _toggleInteractionUI = default; [Header("Listening to")] //Check if the interaction ended [SerializeField] private VoidEventChannelSO _onInteractionEnded = default; private void OnEnable() { _inputReader.interactEvent += OnInteractionButtonPress; _onInteractionEnded.OnEventRaised += OnInteractionEnd; } private void OnDisable() { _inputReader.interactEvent -= OnInteractionButtonPress; _onInteractionEnded.OnEventRaised -= OnInteractionEnd; } //When the interaction ends, we still want to display the interaction UI if we are still in the trigger zone void OnInteractionEnd() { _inputReader.EnableGameplayInput(); switch (_potentialInteraction) { //we show it after cooking or talking, in case player want to interact again case InteractionType.Cook: case InteractionType.Talk: _toggleInteractionUI.RaiseEvent(true, _potentialInteraction); Debug.Log("Display interaction UI"); break; default: break; } } void OnInteractionButtonPress() { //remove interaction after press _toggleInteractionUI.RaiseEvent(false, _potentialInteraction); switch (_potentialInteraction) { case InteractionType.None: return; case InteractionType.PickUp: if (_currentInteractableObject != null) { if (_onObjectPickUp != null) { //raise an event with an item as parameter (to add object to inventory) Item currentItem = _currentInteractableObject.GetComponent().GetItem(); _onObjectPickUp.RaiseEvent(currentItem); Debug.Log("PickUp event raised"); //set current interaction for state machine currentInteraction = InteractionType.PickUp; } } //destroy the GO Destroy(_currentInteractableObject); break; case InteractionType.Cook: if (_onCookingStart != null) { _onCookingStart.RaiseEvent(); Debug.Log("Cooking event raised"); //Change the action map _inputReader.EnableUIInput(); //set current interaction for state machine currentInteraction = InteractionType.Cook; } break; case InteractionType.Talk: if (_currentInteractableObject != null) { if (_onCookingStart != null) { //raise an event with an actor as parameter //Actor currentActor = currentInteractableObject.GetComponent().GetActor(); //_startTalking.RaiseEvent(currentActor); Debug.Log("talk event raised"); //Change the action map _inputReader.EnableDialogueInput(); //set current interaction for state machine currentInteraction = InteractionType.Talk; } } break; default: break; } } private void OnTriggerEnter(Collider other) { if (other.CompareTag("Pickable")) { _potentialInteraction = InteractionType.PickUp; Debug.Log("I triggered a pickable object!"); DisplayInteractionUI(); } else if (other.CompareTag("CookingPot")) { _potentialInteraction = InteractionType.Cook; Debug.Log("I triggered a cooking pot!"); DisplayInteractionUI(); } else if (other.CompareTag("NPC")) { _potentialInteraction = InteractionType.Talk; Debug.Log("I triggered an NPC!"); DisplayInteractionUI(); } _currentInteractableObject = other.gameObject; } private void DisplayInteractionUI() { //Raise event to display UI _toggleInteractionUI.RaiseEvent(true, _potentialInteraction); } private void OnTriggerExit(Collider other) { ResetInteraction(); } private void ResetInteraction() { _potentialInteraction = InteractionType.None; _currentInteractableObject = null; if (_toggleInteractionUI != null) _toggleInteractionUI.RaiseEvent(false, _potentialInteraction); } }