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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BITKit;
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using BITKit.Entities;
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using UnityEngine.InputSystem;
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using static UnityEditor.Progress;
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using System.Diagnostics;
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using System.Linq;
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using BITFALL.Player.Inventory;
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using BITKit.Entities.Player;
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using UnityEngine.InputSystem.Interactions;
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using Debug = UnityEngine.Debug;
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namespace BITFALL
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{
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[CustomType(typeof(IPlayerEquipSelector))]
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public class PlayerEquipSelector : EntityComponent,IEntityInventoryCallback,IPlayerEquipSelector
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{
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[Header(Constant.Header.Components)]
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public EntityEquipment equipment;
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[Header(Constant.Header.InternalVariables)]
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private readonly Dictionary<int, IBasicItem> equips=new();
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private IBasicItemContainer inventory;
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public event Action<IBasicItem> OnEquip;
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public event Action<IBasicItem> OnDeEquip;
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public event Action<IDictionary<int, IBasicItem>> OnUpdateEquip;
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private IBasicItem currentEquip;
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public override void OnAwake()
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{
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var health = entity.Get<IHealth>();
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health.OnSetAlive += OnSetAlive;
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OnDeEquip += DeEquip;
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OnEquip += Equip;
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}
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public override void OnStart()
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{
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base.OnStart();
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entity.Get<IPlayerInventory>().OnUseItem += TryExecute;
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inventory = entity.Get<IBasicItemContainer>();
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}
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public void OnPrimary(InputAction.CallbackContext context)
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{
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if (context is not {interaction:PressInteraction ,performed:true}) return;
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Equip(1);
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}
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public void OnSecondary(InputAction.CallbackContext context)
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{
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if (context is not {interaction:PressInteraction ,performed:true}) return;
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Equip(2);
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}
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public void OnTertiary(InputAction.CallbackContext context)
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{
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if (context is not {interaction:PressInteraction ,performed:true}) return;
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if (Equip(3) is false)
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{
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Equip(-1);
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}
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}
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public void OnQuaternary(InputAction.CallbackContext context)
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{
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if (context is not {interaction:PressInteraction ,performed:true}) return;
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Equip(4);
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}
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public void OnHolster(InputAction.CallbackContext context)
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{
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if (context is not {interaction:PressInteraction ,performed:true}) return;
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Equip(-1);
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}
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private void OnSetAlive(bool alive)
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{
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if (alive) return;
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foreach (var x in equips.ToArray())
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{
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inventory.Add(x.Value);
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}
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equips.Clear();
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UpdateEquip();
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Equip(-1);
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}
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private bool TryExecute(IBasicItem value)
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{
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var asset = value.GetAssetable();
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if (IsSupportItem(value) is false) return false;
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switch (asset)
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{
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case var _ when asset.TryGetProperty<EquipmentAsWeapon>(out _):
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if (equips.TryAdd(1, value) || equips.TryAdd(2,value))
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{
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OnEquip?.Invoke(value);
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UpdateEquip();
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return true;
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}
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break;
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}
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return false;
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}
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public void OnAdd(IBasicItem item)
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{
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}
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public void OnRemove(IBasicItem item)
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{
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if (IsSupportItem(item) is false)
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{
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UpdateEquip();
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}
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}
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private bool IsSupportItem(IBasicItem item)
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{
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return equipment.equips.list.Any(x => x.AddressablePath == item.AddressablePath);
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}
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private void UpdateEquip()
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{
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OnUpdateEquip?.Invoke(new Dictionary<int, IBasicItem>(equips));
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}
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public bool TryDeEquip(IBasicItem item)
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{
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if (item is null) return false;
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if (equips.Any(x => x.Value.AddressablePath == item.AddressablePath) is false) return false;
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var index = equips.Single(x=>x.Value.AddressablePath==item.AddressablePath).Key;
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if (equips.TryRemove(index) is false) return false;
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if (!inventory.Add(item)) return false;
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OnDeEquip?.Invoke(item);
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UpdateEquip();
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return true;
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}
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private void Equip(IBasicItem item)
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{
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if (item is null)
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{
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equipment.equips.Entry(-1);
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}
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else
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{
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equipment.equips.Entry(x=>x.AddressablePath == item.AddressablePath);
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}
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}
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private bool Equip(int index)
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{
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if (!equips.TryGetValue(index, out var x) && index is not -1) return false;
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if (index is -1)
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{
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OnEquip?.Invoke(x);
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}
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return true;
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}
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private void DeEquip(IBasicItem item)
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{
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equipment.equips.Entry(-1);
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}
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}
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}
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