86 lines
3.5 KiB
C#
86 lines
3.5 KiB
C#
using System;
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using VOID.Generic.Objects.Door;
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using VOID.Generic.Objects.Unit.Actions;
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using VOID.Generic.Player.Input;
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using VOID.Generic.Player.Util;
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using VOID.UserInterface.Game;
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namespace VOID.Generic.Player.CursorOperation
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{
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public class OnDoorCursorOperation : AbstractCursorOperation
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{
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public override Type ForType() => typeof(DoorObject);
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public override bool Check(SelectUtilResult select)
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{
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return select.selectObject is DoorObject;
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}
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public override void DoDefault(SelectUtilResult select, bool isAlternate)
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{
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if (isAlternate) return;
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var door = (DoorObject)select.selectObject;
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var activeUnit = PlayerController.current.activeUnit;
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var attackAbility = activeUnit.unitAbilityBook.attackAbility;
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activeUnit.OrderStop();
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if (activeUnit.unitData.canAttack && PlayerInputManager.current.isForceAttack)
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{
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// Player forced attack action
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activeUnit.Order(new MoveAction(activeUnit, select.position, attackAbility.range));
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activeUnit.Order(new AbilityAction(activeUnit, attackAbility, select.position));
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}
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else if (activeUnit.unitData.canUse)
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{
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// Default operation is USE (+ move closer if needed)
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activeUnit.Order(new MoveAction(activeUnit, door, activeUnit.unitData.takeRange));
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activeUnit.Order(new UseAction(activeUnit, door));
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}
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}
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public override void DoContext(SelectUtilResult select)
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{
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var door = (DoorObject)select.selectObject;
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var activeUnit = PlayerController.current.activeUnit;
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var attackAbility = activeUnit.unitAbilityBook.attackAbility;
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ContextMenuUI.current.Prepare();
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ContextMenuUI.current.AddBeforeClick(() => activeUnit.OrderStop());
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if (activeUnit.unitData.canMove)
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{
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ContextMenuUI.current.AddOption("Move", () =>
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{
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activeUnit.Order(new MoveAction(activeUnit, select.position));
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});
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}
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if (activeUnit.unitData.canAttack)
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{
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ContextMenuUI.current.AddOption("Attack", () =>
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{
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activeUnit.Order(new MoveAction(activeUnit, select.position, attackAbility.range));
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activeUnit.Order(new AbilityAction(activeUnit, attackAbility, select.position));
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});
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}
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if (activeUnit.unitData.canUse)
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{
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ContextMenuUI.current.AddOption(door.doorState.isOpen ? "Close" : "Open", () =>
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{
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activeUnit.Order(new MoveAction(activeUnit, door, activeUnit.unitData.useRange));
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activeUnit.Order(new UseAction(activeUnit, door));
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});
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}
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if (activeUnit.unitData.canInspect && door.basicData.canBeInspected)
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{
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ContextMenuUI.current.AddOption("Inspect", () =>
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{
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MoveAction moveAction = new MoveAction(activeUnit, door, activeUnit.unitData.inspectRange);
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moveAction.OnEnd += () => activeUnit.OrderInstantly(new InspectAction(activeUnit, door));
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activeUnit.Order(moveAction);
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});
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}
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ContextMenuUI.current.Open();
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}
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}
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} |