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84
Assets/Scripts/Pickup.cs
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84
Assets/Scripts/Pickup.cs
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using Synty.AnimationBaseLocomotion.Samples;
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using UnityEngine;
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public class Pickup : MonoBehaviour
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{
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public enum PickupType { Health, Strength, StunBomb }
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[Header("Pickup Settings")]
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public PickupType type;
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public float rotationSpeed = 90f; // Gives it that classic video game spin
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[Header("Health Settings")]
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public int healAmount = 50;
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[Header("Strength Settings")]
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public float strengthMultiplier = 2.0f; // Doubles damage and knockback
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public float strengthDuration = 10f;
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[Header("Stun Settings")]
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public float stunRadius = 8f;
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public float stunDuration = 5f;
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public LayerMask enemyLayer;
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void Update()
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{
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// Slowly rotate the pickup to make it visually obvious
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transform.Rotate(Vector3.up, rotationSpeed * Time.deltaTime);
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}
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void OnTriggerEnter(Collider other)
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{
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// Make sure your Player Prefab has the "Player" Tag assigned at the very top of its Inspector!
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if (other.CompareTag("Player"))
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{
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ApplyPickupEffect(other.gameObject);
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// Optional: Play a sound or spawn a particle effect here before destroying
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Destroy(gameObject); // Remove the pickup from the world
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}
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}
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private void ApplyPickupEffect(GameObject player)
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{
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switch (type)
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{
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case PickupType.Health:
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PlayerHealth health = player.GetComponent<PlayerHealth>();
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if (health != null) health.Heal(healAmount);
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break;
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case PickupType.Strength:
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SyntyPlayerCombat combat = player.GetComponentInChildren<SyntyPlayerCombat>();
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if (combat != null) combat.ApplyStrengthBuff(strengthMultiplier, strengthDuration);
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break;
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case PickupType.StunBomb:
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ExecuteStunBomb(transform.position);
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break;
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}
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}
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private void ExecuteStunBomb(Vector3 center)
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{
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Collider[] hitEnemies = Physics.OverlapSphere(center, stunRadius, enemyLayer);
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foreach (Collider enemyCollider in hitEnemies)
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{
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EnemyAI enemy = enemyCollider.GetComponentInParent<EnemyAI>();
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if (enemy != null)
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{
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enemy.ApplyStun(stunDuration);
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}
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}
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}
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void OnDrawGizmosSelected()
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{
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if (type == PickupType.StunBomb)
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{
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireSphere(transform.position, stunRadius);
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}
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}
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}
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