BITFALL/Assets/Artists/Scripts/Player/Survival/PlayerEatService.cs

45 lines
1.1 KiB
C#

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