Files
A-Fairytale-Gone-Bad-Briar-…/Assets/Scripts/Game/Items/Environment/General/Fire.cs

70 lines
2.3 KiB
C#

using BriarQueen.Data.Identifiers;
using BriarQueen.Data.IO.Saves;
using BriarQueen.Framework.Events.UI;
using BriarQueen.Framework.Managers.Levels.Data;
using BriarQueen.Framework.Managers.Player.Data;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace BriarQueen.Game.Items.Environment.General
{
public class Fire : BaseItem
{
[Header("Flags")]
[SerializeField]
private LevelFlag _levelFlag;
public override async UniTask OnInteract(ItemDataSo item = null)
{
if (item != null)
{
EventCoordinator.Publish(new DisplayInteractEvent(InteractEventIDs.Get(ItemInteractKey.CantUseItem)));
return;
}
if (!PlayerManager.CanUseTool(ToolID.WaterBucket))
{
PublishFailureMessage();
return;
}
EventCoordinator.Publish(new DisplayInteractEvent(InteractEventIDs.Get(EnvironmentInteractKey.ExtinguishFire)));
await Remove();
}
protected override UniTask OnRemoved()
{
SaveManager.SetLevelFlag(_levelFlag, true);
return UniTask.CompletedTask;
}
private void PublishFailureMessage()
{
var autoUseTools = SettingsService != null &&
SettingsService.Game != null &&
SettingsService.Game.AutoUseTools;
var equippedTool = PlayerManager.GetEquippedTool();
string message;
if (equippedTool == ToolID.None)
{
message = InteractEventIDs.Get(EnvironmentInteractKey.FireHot);
}
else if (autoUseTools)
{
// In auto-use mode, reaching this point means the player does not have access
// to the required tool at all, so this should still read like a generic failure.
message = InteractEventIDs.Get(EnvironmentInteractKey.FireHot);
}
else
{
// Auto-use is disabled, and the player has some tool equipped that is not valid.
message = InteractEventIDs.Get(ItemInteractKey.WrongTool);
}
EventCoordinator.Publish(new DisplayInteractEvent(message));
}
}
}