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

130 lines
5.7 KiB
C#

using System;
using VOID.Generic.Dict;
using VOID.Generic.Objects.Unit;
using VOID.Generic.Objects.Unit.Actions;
using VOID.Generic.Player.Input;
using VOID.Generic.Player.Util;
using VOID.UserInterface.Game;
using VOID.Generic.Util;
namespace VOID.Generic.Player.CursorOperation
{
public class OnUnitCursorOperation : AbstractCursorOperation
{
public override Type ForType() => typeof(UnitObject);
public override bool Check(SelectUtilResult select)
{
return select.selectObject is UnitObject;
}
public override void DoDefault(SelectUtilResult select, bool isAlternate)
{
var onPartyUI = select.partyUI != null;
var onPortraitUI = select.unitPortraitUI != null;
var activeUnit = PlayerController.current.activeUnit;
var attackAbility = activeUnit.unitAbilityBook.attackAbility;
var targetUnit = (UnitObject)select.selectObject;
var attitude = activeUnit.unitAttitude.GetAttitudeWith(targetUnit);
if (isAlternate && onPortraitUI && onPartyUI && targetUnit == PlayerController.current.activeUnit)
{
CameraManager.current.MoveTo(targetUnit.transform.position);
}
else if (isAlternate && onPortraitUI && onPartyUI && targetUnit == PlayerController.current.mainUnit)
{
PlayerController.current.SetMainUnitActive();
}
else if (isAlternate && onPortraitUI && onPartyUI && targetUnit == PlayerController.current.subUnit)
{
PlayerController.current.SetSubUnitActive();
}
else if (isAlternate && onPortraitUI)
{
CameraManager.current.MoveTo(targetUnit.transform.position);
}
else if (!isAlternate && onPortraitUI)
{
CameraManager.current.stickTo = targetUnit.transform;
}
// No action to order when clicking portraits
if (onPortraitUI) return;
activeUnit.OrderStop();
if (targetUnit.basicState.isDead)
{
// Open - when other unit is dead, we open him like container
activeUnit.Order(new MoveAction(activeUnit, targetUnit, activeUnit.unitData.takeRange));
activeUnit.Order(new OpenOtherUnitAction(activeUnit, targetUnit));
}
else if (activeUnit.unitData.canAttack && (PlayerInputManager.current.isForceAttack || attitude <= AttitudeType.Cautious))
{
// Attack - when this unit can Attack AND forced attack OR target unit is hostile/cautious
activeUnit.Order(new MoveAction(activeUnit, select.position, attackAbility.range));
activeUnit.Order(new AbilityAction(activeUnit, attackAbility, select.position));
}
else
{
// Talk - when this unit can Talk AND target unit is neutral/friendly
activeUnit.Order(new MoveAction(activeUnit, targetUnit, activeUnit.unitData.talkRange));
if (activeUnit.unitData.canTalk && targetUnit.unitData.canBeTalked) activeUnit.Order(new TalkAction(activeUnit, targetUnit));
}
}
public override void DoContext(SelectUtilResult select)
{
var activeUnit = PlayerController.current.activeUnit;
var attackAbility = activeUnit.unitAbilityBook.attackAbility;
var targetUnit = (UnitObject)select.selectObject;
var attitude = activeUnit.unitAttitude.GetAttitudeWith(targetUnit);
if (targetUnit == activeUnit && select.onUI) return;
ContextMenuUI.current.Prepare();
ContextMenuUI.current.AddBeforeClick(() => activeUnit.OrderStop());
if (activeUnit.unitData.canMove)
{
ContextMenuUI.current.AddOption("Move",
() => activeUnit.Order(new MoveAction(activeUnit, select.position)));
}
if (targetUnit.basicState.isDead)
{
ContextMenuUI.current.AddOption("Loot", () =>
{
activeUnit.Order(new MoveAction(activeUnit, targetUnit, activeUnit.unitData.takeRange));
activeUnit.Order(new OpenOtherUnitAction(activeUnit, targetUnit));
});
}
if (activeUnit.unitData.canAttack)
{
ContextMenuUI.current.AddOption("Attack", () =>
{
activeUnit.Order(new MoveAction(activeUnit, select.position, attackAbility.range));
activeUnit.Order(new AbilityAction(activeUnit, attackAbility, select.position));
});
}
if (attitude >= AttitudeType.Neutral && activeUnit.unitData.canTalk && targetUnit.unitData.canBeTalked)
{
ContextMenuUI.current.AddOption("Talk", () =>
{
activeUnit.Order(new MoveAction(activeUnit, select.position, activeUnit.unitData.takeRange));
activeUnit.Order(new TalkAction(activeUnit, targetUnit));
});
}
if (activeUnit.unitData.canInspect && targetUnit.basicData.canBeInspected)
{
ContextMenuUI.current.AddOption("Inspect", () =>
{
MoveAction moveAction = new MoveAction(activeUnit, select.position, activeUnit.unitData.inspectRange);
moveAction.OnEnd += () => activeUnit.OrderInstantly(new InspectAction(activeUnit, targetUnit));
activeUnit.Order(moveAction);
});
}
ContextMenuUI.current.Open();
}
}
}