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(); if (rb == null) rb = pickUpObj.GetComponentInChildren(); if (rb != null) { heldObj = pickUpObj; heldObjRb = rb; Renderer[] renderers = heldObj.GetComponentsInChildren(); 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(); 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(); 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(); 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; } }