45 lines
1.1 KiB
C#
45 lines
1.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITFALL.Player.Inventory;
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using BITKit;
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using BITKit.Entities;
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using UnityEngine;
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namespace BITFALL.Player.Survival
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{
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public class PlayerEatService : EntityComponent
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{
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private IPlayerSurvivalService _survival;
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private IPlayerInventory _inventory;
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public override void OnStart()
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{
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base.OnStart();
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_inventory = entity.Get<IPlayerInventory>();
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_inventory.OnUseItem += OnUseItem;
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_survival = entity.Get<IPlayerSurvivalService>();
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}
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private bool OnUseItem(IBasicItem arg)
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{
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var used = false;
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{
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if (arg.GetAssetable().TryGetProperty<PlayerEatAddHunger>(out var addHunger) &&
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_survival.Elements.TryGetAny(x => x is PlayerSurvivalHunger, out var element))
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{
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element.Value += addHunger.Value;
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used = true;
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}
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if (arg.GetAssetable().TryGetProperty<PlayerEatAddThirst>(out var addThirst) &&
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_survival.Elements.TryGetAny(x => x is PlayerSurvivalThirst, out element))
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{
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element.Value += addThirst.Value;
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used = true;
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}
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}
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return used;
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}
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}
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}
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