Restructured for new direction.
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using BriarQueen.Data.Identifiers;
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using BriarQueen.Framework.Effects;
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using BriarQueen.Framework.Events.UI;
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using BriarQueen.Framework.Managers.Levels.Data;
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using BriarQueen.Framework.Managers.Player.Data;
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using BriarQueen.Framework.Managers.UI;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace BriarQueen.Game.Puzzles.ChapterOne.AshwickHallow.GatePuzzle
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{
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public enum StreetlightGlowState
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{
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Off = 0,
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Red = 1,
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Orange = 2,
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Green = 3,
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Blue = 4
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}
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public class StreetlightGlow : BaseItem
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{
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[Header("Puzzle")]
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[SerializeField]
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private AshwickMarketGatePuzzle _puzzle;
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[Header("Light")]
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[SerializeField]
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private UILightGlow _light;
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[SerializeField]
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private float _changeDuration = 0.25f;
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[SerializeField]
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private float _activeIntensity = 1.5f;
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[Header("Colours")]
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[SerializeField]
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private Color _red = new(0.872f, 0.08f, 0.1704798f, 1f);
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[SerializeField]
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private Color _orange = new(0.8666667f, 0.5109999f, 0f, 1f);
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[SerializeField]
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private Color _green = new(0.12f, 0.865f, 0.1f, 1f);
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[SerializeField]
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private Color _blue = new(0.1490196f, 0.6001954f, 1f, 1f);
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private bool _isChanging;
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private bool _isLocked;
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private StreetlightGlowState _currentState = StreetlightGlowState.Off;
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public StreetlightGlowState CurrentState => _currentState;
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public override string InteractableName
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{
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get
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{
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if (_isLocked)
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{
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return string.Empty;
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}
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return _currentState == StreetlightGlowState.Off
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? "Turn On"
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: "Switch Colour";
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}
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}
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public override UICursorService.CursorStyle ApplicableCursorStyle => UICursorService.CursorStyle.Interact;
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public void Initialize(AshwickMarketGatePuzzle puzzle)
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{
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if (_puzzle == null)
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{
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_puzzle = puzzle;
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}
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SetState(_currentState, false).Forget();
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}
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public override async UniTask OnInteract(ItemDataSo item = null)
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{
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if (item != null)
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{
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EventCoordinator.Publish(new DisplayInteractEvent(InteractEventIDs.Get(ItemInteractKey.CantUseItem)));
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return;
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}
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if (_isLocked || _isChanging)
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{
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return;
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}
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if (!CheckEmptyHands())
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{
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return;
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}
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await CycleNext();
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if (_puzzle != null)
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{
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await _puzzle.EvaluateCompletion();
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}
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}
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public async UniTask SetState(StreetlightGlowState state, bool animate)
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{
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_currentState = state;
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if (_light == null)
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{
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return;
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}
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var targetColor = GetColorForState(state);
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var targetIntensity = state == StreetlightGlowState.Off ? 0f : _activeIntensity;
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if (!animate)
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{
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_light.SetLightColor(targetColor);
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_light.SetIntensity(targetIntensity);
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return;
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}
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_isChanging = true;
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try
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{
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await _light.TweenTo(targetColor, targetIntensity, _changeDuration);
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}
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finally
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{
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_isChanging = false;
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}
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}
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public void Lock()
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{
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_isLocked = true;
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}
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public void Unlock()
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{
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_isLocked = false;
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}
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public Color GetCurrentColor()
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{
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return GetColorForState(_currentState);
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}
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private UniTask CycleNext()
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{
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var nextState = _currentState switch
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{
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StreetlightGlowState.Off => StreetlightGlowState.Red,
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StreetlightGlowState.Red => StreetlightGlowState.Green,
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StreetlightGlowState.Green => StreetlightGlowState.Orange,
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StreetlightGlowState.Orange => StreetlightGlowState.Blue,
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StreetlightGlowState.Blue => StreetlightGlowState.Off,
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_ => StreetlightGlowState.Off
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};
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return SetState(nextState, true);
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}
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private Color GetColorForState(StreetlightGlowState state)
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{
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return state switch
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{
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StreetlightGlowState.Red => _red,
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StreetlightGlowState.Orange => _orange,
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StreetlightGlowState.Green => _green,
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StreetlightGlowState.Blue => _blue,
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_ => Color.black
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};
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}
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}
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}
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