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(out var playerInventory): playerInventory.Transfer(new MonetStrace() { Money = -price, Detail = Description }); break; } } } }