45 lines
1.6 KiB
C#
45 lines
1.6 KiB
C#
using BriarQueen.Data.Identifiers;
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using BriarQueen.Data.IO.Saves;
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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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namespace BriarQueen.Game.Items.Environment.ChapterOne.Pumphouse
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{
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public class PumpHouseWaterValve : BaseItem
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{
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public override string InteractableName => "Water Valve";
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public override UICursorService.CursorStyle ApplicableCursorStyle => UICursorService.CursorStyle.Interact;
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public override UniTask OnInteract(ItemDataSo item = null)
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{
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if (!CheckEmptyHands())
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return UniTask.CompletedTask;
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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 UniTask.CompletedTask;
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}
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if (SaveManager.GetLevelFlag(LevelFlag.PumpWaterRestored))
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{
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EventCoordinator.Publish(new DisplayInteractEvent(InteractEventIDs.Get(LevelInteractKey.WaterValve)));
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return UniTask.CompletedTask;
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}
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if (!SaveManager.GetLevelFlag(LevelFlag.FountainVinesCut))
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{
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EventCoordinator.Publish(new DisplayInteractEvent(InteractEventIDs.Get(LevelInteractKey.ClearVinesOutside)));
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return UniTask.CompletedTask;
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}
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// TODO : Play Water SFX
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SaveManager.SetLevelFlag(LevelFlag.PumpWaterRestored, true);
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return UniTask.CompletedTask;
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}
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}
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} |