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using System.Collections.Generic;
using System.Collections.ObjectModel;
namespace BriarQueen.Data.Identifiers
{
public enum ItemInteractKey
{
None = 0,
EmptyHands = 1,
CantUseItem = 2,
SomethingMissing = 3,
CarefulInteract = 4,
LooksImportant = 5,
WrongTool = 6,
CodexLocked = 7
}
public enum LevelInteractKey
{
None = 0,
}
public enum EnvironmentInteractKey
{
None = 0,
Locked = 1,
CantGoThere = 2,
DoesntBelong = 3,
FireHot = 4,
AshwickHallowSign = 5,
FirstSkeleton = 10,
ClockTower = 11,
}
public enum UIInteractKey
{
None = 0,
EmptySlot = 1,
}
public static class InteractEventIDs
{
private static readonly IReadOnlyDictionary<ItemInteractKey, string> _itemInteractions =
new ReadOnlyDictionary<ItemInteractKey, string>(
new Dictionary<ItemInteractKey, string>
{
{ ItemInteractKey.EmptyHands, "My hands are too full for that." },
{ ItemInteractKey.CantUseItem, "That wont work here." },
{ ItemInteractKey.SomethingMissing, "Something isnt right." },
{ ItemInteractKey.CarefulInteract, "I should take care with this." },
{ ItemInteractKey.LooksImportant, "This feels important." },
{ ItemInteractKey.WrongTool, "This isnt the right tool." },
{ ItemInteractKey.CodexLocked, "I have nowhere to put that." },
});
private static readonly IReadOnlyDictionary<LevelInteractKey, string> _levelInteractions =
new ReadOnlyDictionary<LevelInteractKey, string>(
new Dictionary<LevelInteractKey, string>
{
});
private static readonly IReadOnlyDictionary<EnvironmentInteractKey, string> _environmentInteractions =
new ReadOnlyDictionary<EnvironmentInteractKey, string>(
new Dictionary<EnvironmentInteractKey, string>
{
{ EnvironmentInteractKey.Locked, "It's locked." },
{ EnvironmentInteractKey.CantGoThere, "No way through." },
{ EnvironmentInteractKey.DoesntBelong, "This feels out of place." },
{ EnvironmentInteractKey.FireHot, "Too hot to get close." },
{ EnvironmentInteractKey.AshwickHallowSign, "Ashwick Hallow… Even the name feels like a warning."},
{ EnvironmentInteractKey.FirstSkeleton, "What the hell happened here?"},
{ EnvironmentInteractKey.ClockTower, "Even from here, something about that clock tower feels wrong."}
});
private static readonly IReadOnlyDictionary<UIInteractKey, string> _uiInteractions =
new ReadOnlyDictionary<UIInteractKey, string>(
new Dictionary<UIInteractKey, string>
{
{ UIInteractKey.EmptySlot, "Empty." },
});
public static string Get(ItemInteractKey key)
{
return _itemInteractions.TryGetValue(key, out var value) ? value : string.Empty;
}
public static string Get(LevelInteractKey key)
{
return _levelInteractions.TryGetValue(key, out var value) ? value : string.Empty;
}
public static string Get(EnvironmentInteractKey key)
{
return _environmentInteractions.TryGetValue(key, out var value) ? value : string.Empty;
}
public static string Get(UIInteractKey key)
{
return _uiInteractions.TryGetValue(key, out var value) ? value : string.Empty;
}
}
}