Files
beyond/Assets/Scripts/InvectorDerivatives/bCheckItemIsEquipped.cs
2024-11-20 15:21:28 +01:00

93 lines
2.9 KiB
C#

using Invector;
using Invector.vItemManager;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
namespace Beyond
{
[vClassHeader("Check If Item Is Equipped", openClose = false)]
public class bCheckItemIsEquipped : vMonoBehaviour
{
public bItemManager itemManager;
public bool getInParent = true;
[FormerlySerializedAs("itemChecks")]
public List<CheckItemIDEvent> itemIDEvents;
public List<CheckItemTypeEvent> itemTypeEvents;
private void Awake()
{
if (!itemManager)
{
if (getInParent)
itemManager = GetComponentInParent<bItemManager>();
else
itemManager = GetComponent<bItemManager>();
itemManager.onEquipItem.AddListener(CheckIsEquipped);
itemManager.onUnequipItem.AddListener(CheckIsEquipped);
}
}
private void CheckIsEquipped(bEquipArea arg0, bItem arg1)
{
for (int i = 0; i < itemIDEvents.Count; i++)
{
CheckItemIDEvent check = itemIDEvents[i];
CheckItemID(check);
}
for (int i = 0; i < itemTypeEvents.Count; i++)
{
CheckItemTypeEvent check = itemTypeEvents[i];
CheckItemType(check);
}
}
private void CheckItemID(CheckItemIDEvent check)
{
bool _isEquipped = check._itemsID.Exists(t => itemManager.ItemIsEquipped(t));
if (_isEquipped != check.isEquipped)
{
check.isEquipped = _isEquipped;
if (check.isEquipped)
check.onIsItemEquipped.Invoke();
else
check.onIsItemUnequipped.Invoke();
}
}
private void CheckItemType(CheckItemTypeEvent check)
{
bool _isEquipped = check.itemTypes.Exists(t => itemManager.ItemTypeIsEquipped(t));
if (_isEquipped != check.isEquipped)
{
check.isEquipped = _isEquipped;
if (check.isEquipped)
check.onIsItemEquipped.Invoke();
else
check.onIsItemUnequipped.Invoke();
}
}
[System.Serializable]
public class CheckItemIDEvent
{
public string name;
public List<int> _itemsID;
public UnityEngine.Events.UnityEvent onIsItemEquipped, onIsItemUnequipped;
internal bool isEquipped;
}
[System.Serializable]
public class CheckItemTypeEvent
{
public string name;
public List<bItemType> itemTypes;
public UnityEngine.Events.UnityEvent onIsItemEquipped, onIsItemUnequipped;
internal bool isEquipped;
}
}
}