30 lines
684 B
C#
30 lines
684 B
C#
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using BITFALL.Player.Inventory;
|
||
|
using BITKit.Entities.Player;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace BITFALL.Scene
|
||
|
{
|
||
|
public class WorldBuyArea : InteractiveArea
|
||
|
{
|
||
|
[SerializeField] private int price;
|
||
|
[SerializeReference, SubclassSelector] private IPlayerService playerService;
|
||
|
protected override void Perform()
|
||
|
{
|
||
|
base.Perform();
|
||
|
switch (playerService.LocalPlayer)
|
||
|
{
|
||
|
case not null when playerService.LocalPlayer.TryGetComponent<IPlayerInventory>(out var playerInventory):
|
||
|
playerInventory.Transfer(new MonetStrace()
|
||
|
{
|
||
|
Money = -price,
|
||
|
Detail = Description
|
||
|
});
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|