my-unity-assets / Assets /Scripts /PickUpScript.cs
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Replaced the 2D text-based inventory UI with a 3D grid system for displaying items.
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using System.Collections;
using UnityEngine;
public class PickUpScript : MonoBehaviour
{
public static PickUpScript instance;
public GameObject player;
public Transform holdPos;
[Header("Camera & Controls")]
[Tooltip("Drag the PlayerCamController script here.")]
public PlayerCamController cameraLookScript;
[Header("Physics Settings")]
public float throwForce = 500f;
public float pickUpRange = 5f;
public string holdLayerName = "HoldLayer";
private int holdLayerIndex;
[Tooltip("How fast the object rotates with the mouse")]
public float rotationSensitivity = 2f;
[Header("UI Panels")]
public CanvasGroup holdUIGroup;
public CanvasGroup rotateUIGroup;
public float uiFadeSpeed = 8f;
[Header("Animation Settings")]
public float pickupSpeed = 0.2f;
public float takeSpeed = 0.3f;
public GameObject heldObj;
private Rigidbody heldObjRb;
private bool canDrop = true;
private bool isAnimating = false;
private Vector3 localCenterOffset;
private float dropCooldown = 0f;
private float targetHoldAlpha = 0f;
private float targetRotateAlpha = 0f;
private void Awake()
{
instance = this;
if (holdUIGroup != null) holdUIGroup.alpha = 0f;
if (rotateUIGroup != null) rotateUIGroup.alpha = 0f;
}
void Start()
{
holdLayerIndex = LayerMask.NameToLayer(holdLayerName);
if (holdLayerIndex == -1)
{
Debug.LogError($"[PickUpScript] Layer '{holdLayerName}' does not exist! Defaulting to layer 0.");
holdLayerIndex = 0;
}
}
void Update()
{
if (heldObj != null && !isAnimating)
{
MoveObject();
RotateObject();
// 1. DROP ITEM ('X')
if (Input.GetKeyDown(KeyCode.X) && canDrop == true)
{
StopClipping();
DropObject();
}
// 2. TAKE ITEM ('E')
else if (Input.GetKeyDown(KeyCode.E) && canDrop == true)
{
TakeObject();
}
// 3. THROW ITEM (Left Click)
else if (Input.GetKeyDown(KeyCode.Mouse0) && canDrop == true)
{
StopClipping();
ThrowObject();
}
}
// Smooth UI Fading Logic
if (holdUIGroup != null)
{
holdUIGroup.alpha = Mathf.Lerp(holdUIGroup.alpha, targetHoldAlpha, Time.deltaTime * uiFadeSpeed);
}
if (rotateUIGroup != null)
{
rotateUIGroup.alpha = Mathf.Lerp(rotateUIGroup.alpha, targetRotateAlpha, Time.deltaTime * uiFadeSpeed);
}
}
public void PickUpObject(GameObject pickUpObj)
{
if (Time.time < dropCooldown) return;
Rigidbody rb = pickUpObj.GetComponent<Rigidbody>();
if (rb == null) rb = pickUpObj.GetComponentInChildren<Rigidbody>();
if (rb != null)
{
heldObj = pickUpObj;
heldObjRb = rb;
Renderer[] renderers = heldObj.GetComponentsInChildren<Renderer>();
if (renderers.Length > 0)
{
Bounds combinedBounds = renderers[0].bounds;
for (int i = 1; i < renderers.Length; i++)
{
combinedBounds.Encapsulate(renderers[i].bounds);
}
localCenterOffset = heldObj.transform.InverseTransformPoint(combinedBounds.center);
}
else
{
localCenterOffset = Vector3.zero;
}
heldObjRb.isKinematic = true;
heldObj.transform.parent = holdPos.transform;
SetLayerRecursively(heldObj, holdLayerIndex);
Collider[] colliders = heldObj.GetComponentsInChildren<Collider>();
foreach (Collider col in colliders)
{
col.enabled = false;
}
targetHoldAlpha = 1f;
targetRotateAlpha = 0f;
StartCoroutine(AnimatePickup());
}
}
private IEnumerator AnimatePickup()
{
isAnimating = true;
float timeElapsed = 0f;
Vector3 startPos = heldObj.transform.position;
while (timeElapsed < pickupSpeed)
{
timeElapsed += Time.deltaTime;
float t = timeElapsed / pickupSpeed;
Vector3 targetPos = holdPos.position - heldObj.transform.TransformDirection(localCenterOffset);
heldObj.transform.position = Vector3.Lerp(startPos, targetPos, t);
yield return null;
}
isAnimating = false;
}
void TakeObject()
{
dropCooldown = Time.time + 0.2f;
StartCoroutine(AnimateTake());
}
private IEnumerator AnimateTake()
{
isAnimating = true;
HideAllUI();
float timeElapsed = 0f;
Vector3 startPos = heldObj.transform.position;
Vector3 startScale = heldObj.transform.localScale;
while (timeElapsed < takeSpeed)
{
timeElapsed += Time.deltaTime;
float t = timeElapsed / takeSpeed;
Vector3 targetPos = holdPos.position - holdPos.right * 0.5f - holdPos.up * 0.6f;
heldObj.transform.position = Vector3.Lerp(startPos, targetPos, t);
heldObj.transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
yield return null;
}
InventoryManager.instance.AddToInventory(heldObj);
// Destroy(heldObj);
heldObj = null;
isAnimating = false;
}
void DropObject()
{
dropCooldown = Time.time + 0.2f;
HideAllUI();
Collider[] colliders = heldObj.GetComponentsInChildren<Collider>();
foreach (Collider col in colliders)
{
col.enabled = true;
}
SetLayerRecursively(heldObj, 0);
heldObjRb.isKinematic = false;
heldObj.transform.parent = null;
heldObj = null;
}
void ThrowObject()
{
dropCooldown = Time.time + 0.2f;
HideAllUI();
Collider[] colliders = heldObj.GetComponentsInChildren<Collider>();
foreach (Collider col in colliders)
{
col.enabled = true;
}
SetLayerRecursively(heldObj, 0);
heldObjRb.isKinematic = false;
heldObj.transform.parent = null;
heldObjRb.AddForce(transform.forward * throwForce);
heldObj = null;
}
void MoveObject()
{
heldObj.transform.position = holdPos.position - heldObj.transform.TransformDirection(localCenterOffset);
}
void RotateObject()
{
if (Input.GetKey(KeyCode.R))
{
canDrop = false; // Disables Throw/Drop/Take while inspecting
if (cameraLookScript != null) cameraLookScript.enabled = false;
targetHoldAlpha = 0f;
targetRotateAlpha = 1f;
// Hold LEFT CLICK to rotate Horizontally
if (Input.GetMouseButton(0))
{
float xAxisRotation = Input.GetAxis("Mouse X") * rotationSensitivity;
heldObj.transform.Rotate(transform.up, -xAxisRotation, Space.World);
}
// Hold RIGHT CLICK to rotate Vertically
if (Input.GetMouseButton(1))
{
float yAxisRotation = Input.GetAxis("Mouse Y") * rotationSensitivity;
heldObj.transform.Rotate(transform.right, yAxisRotation, Space.World);
}
}
else
{
canDrop = true; // Enables actions again
if (cameraLookScript != null) cameraLookScript.enabled = true;
targetHoldAlpha = 1f;
targetRotateAlpha = 0f;
}
}
void StopClipping()
{
var clipRange = Vector3.Distance(heldObj.transform.position, transform.position);
if (Physics.Raycast(transform.position, transform.forward, out RaycastHit hit, clipRange))
{
heldObj.transform.position = hit.point + (hit.normal * 0.1f);
}
}
private void SetLayerRecursively(GameObject obj, int newLayer)
{
obj.layer = newLayer;
foreach (Transform child in obj.transform)
{
SetLayerRecursively(child.gameObject, newLayer);
}
}
private void HideAllUI()
{
targetHoldAlpha = 0f;
targetRotateAlpha = 0f;
}
}