76 lines
2.5 KiB
C#
76 lines
2.5 KiB
C#
using BriarQueen.Data.Identifiers;
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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 BriarQueen.Game.Levels.ChapterOne.VillageStreet;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace BriarQueen.Game.Items.Environment.ChapterOne.VillageStreet
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{
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public class StreetVines : BaseItem
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{
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[SerializeField]
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private Street _owner;
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public override UICursorService.CursorStyle ApplicableCursorStyle => UICursorService.CursorStyle.Inspect;
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public override async UniTask OnInteract(ItemDataSo item = null)
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{
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if (_owner == null)
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{
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Debug.LogWarning("StreetVines is missing its Street owner.", this);
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return;
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}
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if (!CanUseKnife())
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{
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PublishFailureMessage();
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return;
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}
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EventCoordinator.Publish(new DisplayInteractEvent(
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InteractEventIDs.Get(EnvironmentInteractKey.UsingKnife)));
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await _owner.CutVines();
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}
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private bool CanUseKnife()
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{
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if (SettingsService.Game.AutoUseTools)
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return PlayerManager.HasAccessToTool(ToolID.Knife);
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return PlayerManager.GetEquippedTool() == ToolID.Knife;
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}
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private void PublishFailureMessage()
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{
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var autoUseTools = SettingsService != null &&
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SettingsService.Game != null &&
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SettingsService.Game.AutoUseTools;
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var equippedTool = PlayerManager.GetEquippedTool();
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string message;
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if (equippedTool == ToolID.None)
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{
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message = InteractEventIDs.Get(LevelInteractKey.CutVines);
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}
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else if (autoUseTools)
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{
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// In auto-use mode, reaching this point means the player does not have access
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// to the required tool at all, so this should still read like a generic failure.
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message = InteractEventIDs.Get(LevelInteractKey.CutVines);
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}
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else
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{
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// Auto-use is disabled, and the player has some tool equipped that is not valid.
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message = InteractEventIDs.Get(ItemInteractKey.WrongTool);
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}
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EventCoordinator.Publish(new DisplayInteractEvent(message));
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}
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}
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} |