🐟Fish Catcher
Manages caught fish: spawns, hides, and tracks them using object pooling. Designed to work with animation events and fishing state machines.
✅ Requires: A parent
MAnimal(from Malbers Animations) — it uses the left hand bone to hold fish.
🔧 Inspector Settings
Fish Count Reference to an
IntReferencethat tracks total fish caught. Automatically incremented when a fish is despawned (e.g., after presentation).Fishing End Presentation Event Triggered when fishing ends and a fish is being presented. Useful for cleanup or UI updates.
On Fish Presented Unity event fired when
FishPresentation()is called. Hook animations, sounds, or UI here.
📈 Public Methods
HandleFishCatched(FishData fishData)Caches or instantiates the fish prefab from the givenFishDataand prepares it for display (inactive by default).SpawnFish()Activates the current fish in the left hand.DespawnFish()Hides the fish and increments the fish count. Called automatically at the end of a fishing sequence if a fish was presented.FishPresentation()Marks that a fish is being shown (e.g., during a victory pose). TriggersOnFishPresented.HandleFishingEnd()Called externally (e.g., by a state machine) when fishing ends. If a fish was presented, it fires theFishingEndPresentationEventand despawns the fish.ClearFishPool()Destroys all pooled fish objects. Called automatically on destroy
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