Projext/Assets/Scripts/Player/Interaction/PlayerInteraction.cs

88 lines
2.7 KiB
C#

using UnityEngine;
public class PlayerInteraction : MonoBehaviour
{
[Header("--- 설정 ---")]
[SerializeField] private float interactRange = 3f;
[SerializeField] private LayerMask itemLayer;
[SerializeField] private Transform handSlot;
[SerializeField] private Stats playerStats;
private EquippableItem _currentWeapon;
public EquippableItem CurrentWeapon => _currentWeapon;
public void TryInteract()
{
Collider[] hits = Physics.OverlapSphere(transform.position, interactRange, itemLayer);
foreach (var hit in hits)
{
// 🏹 [새로 추가] 화살 아이템 습득
if (hit.TryGetComponent<ArrowItem>(out var arrowItem))
{
PickupArrow(arrowItem);
break;
}
// 기존 무기 습득
if (hit.TryGetComponent<EquippableItem>(out var item))
{
if (playerStats.Strength >= item.Config.RequiredStrength)
{
EquipWeapon(item);
break;
}
else { CinemachineShake.Instance?.ShakeNoNo(); continue; }
}
// 기존 포션/제단
if (hit.TryGetComponent<HealthPotion>(out var potion)) { potion.Use(GetComponent<PlayerHealth>()); break; }
if (hit.TryGetComponent<HealthAltar>(out var altar)) { altar.Use(GetComponent<PlayerHealth>()); break; }
}
}
// 🏹 [새 함수] 화살 습득 처리
private void PickupArrow(ArrowItem arrowItem)
{
if (arrowItem == null) return;
// PlayerAttack 찾아서 화살 교체
PlayerAttack playerAttack = GetComponent<PlayerAttack>();
if (playerAttack != null)
{
arrowItem.Pickup(playerAttack);
}
else
{
Debug.LogWarning("PlayerAttack 컴포넌트를 찾을 수 없습니다!");
}
}
private void EquipWeapon(EquippableItem item)
{
if (_currentWeapon != null) _currentWeapon.OnDropped(transform.forward);
_currentWeapon = item;
_currentWeapon.OnPickedUp(handSlot);
if (playerStats != null)
{
playerStats.weaponDamage = item.Config.BaseDamage;
playerStats.UpdateWeaponWeight(item.Config.RequiredStrength);
}
// ⭐ 무기 장착 즉시 UI 갱신
FindObjectOfType<PlayerStatsUI>()?.UpdateStatTexts();
}
public void ClearCurrentWeapon()
{
_currentWeapon = null;
if (playerStats != null)
{
playerStats.weaponDamage = 0;
playerStats.ResetWeight();
// ⭐ 무기 제거 즉시 UI 갱신
FindObjectOfType<PlayerStatsUI>()?.UpdateStatTexts();
}
}
}