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EventsUnityEvents.cs
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EventsUnityEvents.cs
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Collectible.cs
using System;
using UnityEngine;
public class Collectible : MonoBehaviour
{
public event Action<Collectible> OnPickup;
void OnTriggerEnter2D(Collider2D other)
{
var player = other.GetComponent<Player>();
if (player != null)
{
OnPickup?.Invoke(this);
gameObject.SetActive(false);
}
}
}
Collector.cs
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
public class Collector : MonoBehaviour
{
[SerializeField] TMP_Text _text;
[SerializeField] List<Collectible> _gatherables;
[SerializeField] UnityEvent OnCompleteEvent;
List<Collectible> _collectiblesRemaining;
void OnEnable()
{
_collectiblesRemaining = new List<Collectible>(_gatherables);
foreach (var collectible in _collectiblesRemaining)
collectible.OnPickup += HandlePickup; // Registering for the OnPickup event on Collectible
UpdateText();
}
void HandlePickup(Collectible collectible)
{
_collectiblesRemaining.Remove(collectible);
UpdateText();
if (_collectiblesRemaining.Count == 0)
OnCompleteEvent.Invoke();
}
void UpdateText()
{
_text.SetText($"{_collectiblesRemaining.Count} more...");
if (_collectiblesRemaining.Count == 0 || _collectiblesRemaining.Count == _gatherables.Count)
_text.enabled = false;
else
_text.enabled = true;
}
[ContextMenu("AutoFill Collectibles")]
void AutoFillCollectibles()
{
_gatherables = GetComponentsInChildren<Collectible>()
.Where(t=> t.name.ToLower().Contains("red"))
.ToList();
}
}