update tùm lum tùm la
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37
Assets/Scripts/Interactables/BaseInteractable.cs
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37
Assets/Scripts/Interactables/BaseInteractable.cs
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public abstract class BaseInteractable : MonoBehaviour, IInteractable
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{
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[SerializeField] protected ObjectInteraction interactionData;
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private float lastInteractTime;
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public virtual string InteractionPrompt => interactionData != null ? interactionData.promptText : "Interact";
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public virtual void OnInteract(PlayerStateMachine player)
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{
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if (Time.time < lastInteractTime + (interactionData != null ? interactionData.interactionCooldown : 0f))
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return;
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lastInteractTime = Time.time;
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// Play sound if assigned
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if (interactionData != null && interactionData.interactionSound != null)
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{
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AudioSource.PlayClipAtPoint(interactionData.interactionSound, transform.position);
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}
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// Spawn VFX if assigned
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if (interactionData != null && interactionData.interactionVFX != null)
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{
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Instantiate(interactionData.interactionVFX, transform.position, Quaternion.identity);
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}
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PerformInteraction(player);
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}
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protected abstract void PerformInteraction(PlayerStateMachine player);
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}
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}
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2
Assets/Scripts/Interactables/BaseInteractable.cs.meta
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2
Assets/Scripts/Interactables/BaseInteractable.cs.meta
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fileFormatVersion: 2
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guid: 77496ebe7c1d9c74ebbe6c390d147e04
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90
Assets/Scripts/Interactables/DoorInteractable.cs
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90
Assets/Scripts/Interactables/DoorInteractable.cs
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using UnityEngine;
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using DoorScript; // Namespace của gói Wood Door Pack
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namespace OnlyScove.Scripts
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{
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public class DoorInteractable : BaseInteractable
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{
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[Header("Door Component (Optional)")]
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[SerializeField] private Door woodDoorScript;
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[Header("Animator (Optional)")]
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[SerializeField] private Animator animator;
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[SerializeField] private string boolParameterName = "IsOpen";
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private bool isOpen = false;
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// Ghi đè Prompt để hiện trạng thái Mở/Đóng tùy vào cửa đang như thế nào
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public override string InteractionPrompt
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{
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get
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{
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bool currentOpen = woodDoorScript != null ? woodDoorScript.open : isOpen;
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return (currentOpen ? "Đóng " : "Mở ") + (interactionData != null ? interactionData.promptText : "Cửa");
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}
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}
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private void Awake()
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{
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Debug.Log($"[DoorInteractable] Initializing on {gameObject.name}");
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// 1. Tìm Door script (Tìm mọi nơi: bản thân, con, cha)
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if (woodDoorScript == null) woodDoorScript = GetComponent<Door>();
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if (woodDoorScript == null) woodDoorScript = GetComponentInChildren<Door>(true);
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if (woodDoorScript == null) woodDoorScript = GetComponentInParent<Door>();
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if (woodDoorScript != null)
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{
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Debug.Log($"[DoorInteractable] SUCCESS: Found Door script on {woodDoorScript.gameObject.name}");
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// Đảm bảo có AudioSource
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var source = woodDoorScript.GetComponent<AudioSource>();
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if (source == null) source = woodDoorScript.gameObject.AddComponent<AudioSource>();
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woodDoorScript.asource = source;
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isOpen = woodDoorScript.open;
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}
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// 2. Tìm Animator (Tìm mọi nơi)
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if (animator == null) animator = GetComponent<Animator>();
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if (animator == null) animator = GetComponentInChildren<Animator>(true);
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if (animator == null) animator = GetComponentInParent<Animator>();
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// 3. TỰ ĐỘNG TẮT SCRIPT XUNG ĐỘT (CameraOpenDoor) nếu nó đang tồn tại trên Camera
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// Điều này giúp hệ thống của bạn chiếm quyền điều khiển hoàn toàn
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var conflictingScript = Object.FindFirstObjectByType<CameraDoorScript.CameraOpenDoor>();
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if (conflictingScript != null)
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{
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Debug.Log("[DoorInteractable] Disabling conflicting CameraOpenDoor script to take full control.");
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conflictingScript.enabled = false;
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}
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}
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protected override void PerformInteraction(PlayerStateMachine player)
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{
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Debug.Log($"[Interaction] PerformInteraction CALLED on {gameObject.name}!");
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// 1. Ưu tiên script của Door Pack (Wood Door Script)
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if (woodDoorScript != null)
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{
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Debug.Log($"[Interaction] Calling woodDoorScript.OpenDoor() on {gameObject.name}. Previous state: {woodDoorScript.open}");
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woodDoorScript.OpenDoor();
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isOpen = woodDoorScript.open;
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Debug.Log($"[Interaction] New state: {woodDoorScript.open}");
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return;
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}
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// 2. Nếu không có script Pack mới dùng Animator
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if (animator != null)
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{
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isOpen = !isOpen;
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animator.SetBool(boolParameterName, isOpen);
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Debug.Log($"[Interaction] Triggered Animator: {boolParameterName} = {isOpen}");
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}
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else
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{
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Debug.LogError($"[Interaction] FAILED: No woodDoorScript or animator found on {gameObject.name}");
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}
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}
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}
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}
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2
Assets/Scripts/Interactables/DoorInteractable.cs.meta
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2
Assets/Scripts/Interactables/DoorInteractable.cs.meta
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fileFormatVersion: 2
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guid: d41bcdbf11a6d6c4bb61a32e85d1635f
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28
Assets/Scripts/Interactables/HealthInteractable.cs
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28
Assets/Scripts/Interactables/HealthInteractable.cs
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public class HealthInteractable : BaseInteractable
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{
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[SerializeField] private float healAmount = 25f;
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[SerializeField] private bool destroyOnInteract = true;
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protected override void PerformInteraction(PlayerStateMachine player)
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{
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if (player.TryGetComponent(out Health health))
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{
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health.Heal(healAmount);
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Debug.Log($"[Healing] Restored {healAmount} health.");
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if (destroyOnInteract)
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{
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Destroy(gameObject);
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}
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}
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else
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{
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Debug.LogWarning("[Healing] Player has no Health component!");
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}
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}
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}
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}
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2
Assets/Scripts/Interactables/HealthInteractable.cs.meta
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2
Assets/Scripts/Interactables/HealthInteractable.cs.meta
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fileFormatVersion: 2
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guid: c7587a9b1da1aef4da01893214275034
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25
Assets/Scripts/Interactables/LampInteractable.cs
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25
Assets/Scripts/Interactables/LampInteractable.cs
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public class LampInteractable : BaseInteractable
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{
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[SerializeField] private Light targetLight;
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[SerializeField] private bool isOn = true;
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private void Start()
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{
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if (targetLight != null)
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targetLight.enabled = isOn;
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}
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protected override void PerformInteraction(PlayerStateMachine player)
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{
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isOn = !isOn;
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if (targetLight != null)
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targetLight.enabled = isOn;
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Debug.Log($"[Lamp] Toggled {(isOn ? "ON" : "OFF")}");
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}
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}
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}
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2
Assets/Scripts/Interactables/LampInteractable.cs.meta
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2
Assets/Scripts/Interactables/LampInteractable.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8ad2ce50b06995b49b7380826f67114d
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