BITFALL/Assets/Artists/Scripts/Entities/Skins/EntityPropsDisplay.cs

112 lines
3.5 KiB
C#

using BITKit;
using BITKit.Entities;
using System.Collections.Generic;
using UnityEngine;
using AYellowpaper.SerializedCollections;
using BITFALL.Entities.Equipment;
namespace BITFALL
{
public class EntityPropsDisplay : EntityBehavior
{
[SerializeField] private SerializedDictionary<string, GameObject> equipped = new();
[SerializeField] private SerializedDictionary<string, GameObject> bodyEquips = new();
[SerializeField] private SerializedDictionary<string, GameObject> holsteredEquips = new();
[Inject(true)] private IEntityEquipment _entityEquipment;
[Inject(true)] private IEntityEquipmentContainer _playerEquipContainer;
[Inject(true)] private IPlayerEquipSelector _playerEquipSelector;
public override void OnStart()
{
if (_entityEquipment is not null)
{
_entityEquipment.OnEquip += OnEquippedEquip;
_entityEquipment.OnUnEquip += OnEquippedUnEquip;
_entityEquipment.OnEquipAddressable+=OnEquippedEquipAddressable;
_entityEquipment.OnUnEquipAddressable+=OnUnEquippedEquipAddressable;
}
if (_playerEquipSelector is not null)
{
_playerEquipSelector.OnUpdateEquip += OnUpdateHolsteredEquip;
}
if (_playerEquipContainer is not null)
{
_playerEquipContainer.OnEquip += OnEquipBodyEquip;
_playerEquipContainer.OnDeEquip += OnUnEquipBodyEquip;
}
foreach (var x in equipped)
{
x.Value.SetActive(false);
}
foreach (var x in bodyEquips)
{
x.Value.SetActive(false);
}
foreach (var x in holsteredEquips)
{
x.Value.SetActive(false);
}
}
private void OnUnEquippedEquipAddressable(string obj)
{
if (string.IsNullOrEmpty(obj) is false && equipped.TryGetValue(obj, out var go))
{
go.SetActive(false);
}
}
private void OnEquippedEquipAddressable(string obj)
{
if (string.IsNullOrEmpty(obj) is false && equipped.TryGetValue(obj, out var go))
{
go.SetActive(true);
}
}
private void OnUnEquipBodyEquip(IEquipmentSlot arg1, IBasicItem arg2)
{
if (bodyEquips.TryGetValue(arg2.AddressablePath, out var go))
{
go.SetActive(false);
}
}
private void OnEquipBodyEquip(IEquipmentSlot arg1, IBasicItem arg2)
{
if (bodyEquips.TryGetValue(arg2.AddressablePath, out var go))
{
go.SetActive(true);
}
}
private void OnUpdateHolsteredEquip(IDictionary<int, IBasicItem> obj)
{
foreach (var x in holsteredEquips)
{
x.Value.SetActive(false);
}
foreach (var x in obj)
{
if (holsteredEquips.TryGetValue(x.Value.AddressablePath, out var go))
{
go.SetActive(true);
}
}
}
private void OnEquippedUnEquip(IBasicItem obj)
{
OnUnEquippedEquipAddressable(obj?.AddressablePath);
}
private void OnEquippedEquip(IBasicItem obj)
{
OnEquippedEquipAddressable(obj?.AddressablePath);
}
}
}