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BABA_YAGA/Assets/Scripts/Interactables/DoorInteractable.cs

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2026-04-01 02:41:07 +07:00
using UnityEngine;
using DoorScript; // Namespace của gói Wood Door Pack
namespace OnlyScove.Scripts
{
public class DoorInteractable : BaseInteractable
{
[Header("Door Component (Optional)")]
[SerializeField] private Door woodDoorScript;
[Header("Animator (Optional)")]
[SerializeField] private Animator animator;
[SerializeField] private string boolParameterName = "IsOpen";
private bool isOpen = false;
// Ghi đè Prompt để hiện trạng thái Mở/Đóng tùy vào cửa đang như thế nào
public override string InteractionPrompt
{
get
{
bool currentOpen = woodDoorScript != null ? woodDoorScript.open : isOpen;
return (currentOpen ? "Đóng " : "Mở ") + (interactionData != null ? interactionData.promptText : "Cửa");
}
}
private void Awake()
{
Debug.Log($"[DoorInteractable] Initializing on {gameObject.name}");
// 1. Tìm Door script (Tìm mọi nơi: bản thân, con, cha)
if (woodDoorScript == null) woodDoorScript = GetComponent<Door>();
if (woodDoorScript == null) woodDoorScript = GetComponentInChildren<Door>(true);
if (woodDoorScript == null) woodDoorScript = GetComponentInParent<Door>();
if (woodDoorScript != null)
{
Debug.Log($"[DoorInteractable] SUCCESS: Found Door script on {woodDoorScript.gameObject.name}");
// Đảm bảo có AudioSource
var source = woodDoorScript.GetComponent<AudioSource>();
if (source == null) source = woodDoorScript.gameObject.AddComponent<AudioSource>();
woodDoorScript.asource = source;
isOpen = woodDoorScript.open;
}
// 2. Tìm Animator (Tìm mọi nơi)
if (animator == null) animator = GetComponent<Animator>();
if (animator == null) animator = GetComponentInChildren<Animator>(true);
if (animator == null) animator = GetComponentInParent<Animator>();
// 3. TỰ ĐỘNG TẮT SCRIPT XUNG ĐỘT (CameraOpenDoor) nếu nó đang tồn tại trên Camera
// Điều này giúp hệ thống của bạn chiếm quyền điều khiển hoàn toàn
var conflictingScript = Object.FindFirstObjectByType<CameraDoorScript.CameraOpenDoor>();
if (conflictingScript != null)
{
Debug.Log("[DoorInteractable] Disabling conflicting CameraOpenDoor script to take full control.");
conflictingScript.enabled = false;
}
}
protected override void PerformInteraction(PlayerStateMachine player)
{
Debug.Log($"[Interaction] PerformInteraction CALLED on {gameObject.name}!");
// 1. Ưu tiên script của Door Pack (Wood Door Script)
if (woodDoorScript != null)
{
Debug.Log($"[Interaction] Calling woodDoorScript.OpenDoor() on {gameObject.name}. Previous state: {woodDoorScript.open}");
woodDoorScript.OpenDoor();
isOpen = woodDoorScript.open;
Debug.Log($"[Interaction] New state: {woodDoorScript.open}");
return;
}
// 2. Nếu không có script Pack mới dùng Animator
if (animator != null)
{
isOpen = !isOpen;
animator.SetBool(boolParameterName, isOpen);
Debug.Log($"[Interaction] Triggered Animator: {boolParameterName} = {isOpen}");
}
else
{
Debug.LogError($"[Interaction] FAILED: No woodDoorScript or animator found on {gameObject.name}");
}
}
}
}