BITFALL/Assets/Artists/Scripts/Entities/Armor/EntityArmor.cs

107 lines
2.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using BITFALL.Entities.Equipment;
using BITFALL.Entities.Inventory;
using BITFALL.Items.Armor;
using BITKit;
using BITKit.Entities;
using UnityEngine;
namespace BITFALL.Entities.Armor
{
[CustomType(typeof(IArmor))]
public class EntityArmor : EntityBehavior,IArmor
{
private int _armor;
public int Armor
{
get => _armor;
set=>OnArmorChanged?.Invoke(_armor = value);
}
public bool TryGetCurrentArmor(out IBasicItem item)
{
item = _currentArmor;
return _currentArmor is not null;
}
public event Action<int> OnArmorChanged;
public event Action<IBasicItem> OnEquipArmor;
public event Action<IBasicItem> OnUnEquipArmor;
[Inject] private IHealth _health;
[Inject] private IPlayerEquipSelector _playerEquipSelector;
[Inject] private IEntityInventory _inventory;
[Inject] private IEntityEquipmentContainer _equipmentContainer;
private IBasicItem _currentArmor;
public override void OnAwake()
{
base.OnAwake();
_health.OnDamageFactory += OnDamageFactory;
_inventory.OnUsedItem += OnUsedItem;
_equipmentContainer.OnEquip += OnEquip;
_equipmentContainer.OnDeEquip += OnDeEquip;
_playerEquipSelector.TryEquipFactory += OnTryEquip;
}
private bool OnTryEquip(IBasicItem arg)
{
if (arg is null) return true;
if (arg.GetAssetable().TryGetProperty<AddArmor>(out _))
{
if (_currentArmor is null)
{
return false;
}
if (Armor == _currentArmor.GetAssetable().As<AssetableArmor>().MaxArmor)
{
return false;
}
}
return true;
}
private void OnDeEquip(IEquipmentSlot arg1, IBasicItem arg2)
{
if (arg1 is not EquipmentAsArmor) return;
_currentArmor = null;
OnUnEquipArmor?.Invoke(arg2);
}
private void OnEquip(IEquipmentSlot arg1, IBasicItem arg2)
{
if (arg1 is not EquipmentAsArmor) return;
_currentArmor = arg2;
OnEquipArmor?.Invoke(arg2);
}
private void OnUsedItem(IBasicItem obj)
{
if (_currentArmor?.GetAssetable() is not AssetableArmor assetableArmor) return;
if (obj.GetAssetable().TryGetProperty<AddArmor>(out var addArmor))
{
Armor = Mathf.Clamp(Armor + addArmor.Armor, 0, assetableArmor.MaxArmor);
}
}
private int OnDamageFactory(DamageMessage arg1, int damage)
{
if (_currentArmor is null) return damage;
if (Armor is 0) return damage;
if (damage > Armor)
{
Armor = 0;
return damage-Armor;
}
Armor -= damage;
return 0;
}
}
}