using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; public class BlockSpawner : MonoBehaviour { public Inventory inventory; public float spawnDistance = 3f; #pragma warning disable 0649 [SerializeField] private UI_Inventory uiInventory; #pragma warning restore 0649 private GameObject _blockInstance; private bool _isPreview; public void Awake() { _isPreview = false; inventory = new Inventory(); uiInventory.SetInventory(inventory); } public void OnPlaceBlock () { if (!_isPreview) return; // todo remove in inventory _blockInstance.transform.SetParent(null); _blockInstance = null; DisablePreviewMode(); } public void OnTogglePreviewMode(InputValue value) { float valueAsFloat = value.Get(); if (valueAsFloat == 1f) EnablePreviewMode(); else DisablePreviewMode(); } public void OnScroll(InputValue value) { DisablePreviewMode(); float valueAsFloat = value.Get(); if (valueAsFloat > 0) inventory.SelectPreviousItem(); if (valueAsFloat < 0) inventory.SelectNextItem(); } public void EnablePreviewMode() { Item selectedItem = inventory.GetSelectedItem(); if (selectedItem == null) return; Vector3 spawnPos = Vector3.forward * spawnDistance; _blockInstance = Instantiate(selectedItem.Prefab, spawnPos, Quaternion.identity); _blockInstance.transform.SetParent(this.transform, false); _isPreview = true; } public void DisablePreviewMode() { if (_blockInstance != null) Destroy(_blockInstance); _isPreview = false; } }