using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.InputSystem; public interface IInteractable { string GetInteractPrompt(); void OnInteract(); } public class ClickController : MonoBehaviour { [SerializeField] private LayerMask layerMask; [SerializeField] private TextMeshProUGUI promptText; void Update () { Hover(); if (Mouse.current.rightButton.wasPressedThisFrame) Click(); } void Click () { Vector2 mousePos = Mouse.current.position.ReadValue(); Ray ray = Camera.main.ScreenPointToRay(mousePos); RaycastHit hit; // Shoot a raycast from our mouse to what ever we are pointing at. if (Physics.Raycast(ray, out hit, 1000, layerMask)) { // This single block now handles NPCs, ItemObjects, and more! if (hit.collider.TryGetComponent(out IInteractable interactable)) { interactable.OnInteract(); } else if (hit.collider.TryGetComponent(out Enemy enemy)) { // Combat targeting is a different action, so it's fine to keep it separate. Debug.Log("Enemy Clicked"); Player.Current.SetTarget(enemy); } else if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Ground")) { Debug.Log("Ground Clicked"); Player.Current.SetTarget(null); Player.Current.Controller.MoveToPosition(hit.point); } } } void Hover () { Vector2 mousePos = Mouse.current.position.ReadValue(); Ray ray = Camera.main.ScreenPointToRay(mousePos); RaycastHit hit; // Shoot a raycast from our mouse to what ever we are pointing at. if (Physics.Raycast(ray, out hit, 1000, layerMask)) { //int hitLayer = hit.collider.gameObject.layer; //if (hitLayer == LayerMask.NameToLayer("Interactable")) if(hit.collider.TryGetComponent(out IInteractable interactable)) { // Set the position of the prompt to the mouse position promptText.rectTransform.position = mousePos + new Vector2(15, -15); promptText.gameObject.SetActive(true); promptText.text = interactable.GetInteractPrompt(); if (hit.collider.TryGetComponent(out Character character)) { HealthBarUI.instance.UpdateInfoPanel(character.charName, character.level, character.attitude); } else { //Debug.Log("Something Else Hovered"); } } else { //Debug.Log("Something Else Hovered"); } } } }