Files
VOIDRPG/Assets/90 - Scripts/Generic/Player/DraggingOperation/ContainerToEquipmentDraggingOperation.cs
2026-07-09 21:33:33 +02:00

40 lines
1.7 KiB
C#

using VOID.Generic.Dict;
using VOID.Generic.Objects.Unit;
using VOID.Generic.Objects.Unit.Actions;
using VOID.Generic.Objects.Wearable;
using VOID.Generic.Player.Util;
namespace VOID.Generic.Player.DraggingOperation
{
public class ContainerToEquipmentDraggingOperation : AbstractDraggingOperation
{
public override bool Check(SelectUtilResult sourceSelect, SelectUtilResult targetSelect)
{
return sourceSelect.slotUI?.slotType == SlotType.ContainerSlot
&& targetSelect.slotUI?.slotType == SlotType.EquipmentSlot;
}
public override void Perform(UnitObject unit, SelectUtilResult sourceSelect, SelectUtilResult targetSelect)
{
if (sourceSelect.selectObject is not WearableObject wearable) return;
unit.OrderStop();
var container = sourceSelect.slotUI.item.itemState.inContainer;
if (container.itemState.carriedBy == unit)
{
var equipAction = new EquipAction(unit, wearable);
equipAction.OnBeforePerform += () => container.containerContent.MoveOut(wearable, unit);
unit.Order(equipAction);
}
else
{
unit.Order(new MoveAction(unit, sourceSelect.position, unit.unitData.takeRange));
var takeAction = new TakeAction(unit, wearable);
takeAction.OnBeforePerform += () => container.containerContent.MoveOut(wearable, unit);
var equipAction = new EquipAction(unit, wearable);
equipAction.runAfterAction = takeAction;
unit.Order(takeAction);
unit.Order(equipAction);
}
}
}
}