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WeaponController.cs
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WeaponController.cs
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.GameFoundation;
namespace _Project.Scripts
{
public abstract class WeaponController : MonoBehaviour, ISavable
{
[SerializeField] private Transform weaponsParent;
[SerializeField] private List<GameObject> weapons;
[SerializeField] private Equipment equipment;
[SerializeField] private string equipmentType;
private int currentId;
private void OnEnable()
{
equipment.OnEquip += Equip;
equipment.OnUnEquip += UnEquip;
}
private void OnDisable()
{
equipment.OnEquip -= Equip;
equipment.OnUnEquip -= UnEquip;
}
private void Equip(InventoryItem inventoryItem)
{
if (inventoryItem.definition.GetStaticProperty("equipmentType").AsString() == equipmentType)
{
int id = weapons.FindIndex(go => go.name == inventoryItem.definition.displayName);
EnableWeapon(id);
}
}
private void UnEquip(InventoryItem inventoryItem)
{
if (inventoryItem.definition.GetStaticProperty("equipmentType").AsString() == equipmentType)
DisableWeapon();
}
[ContextMenu("Setup")]
public void Setup()
{
foreach (Transform child in weaponsParent)
{
weapons.Add(child.gameObject);
}
}
public GameObject GetCurrent()
{
return currentId == -1 ? null : weapons[currentId];
}
private void EnableWeapon(int id)
{
if (id != -1)
{
weapons[id].SetActive(true);
currentId = id;
}
}
private void DisableWeapon()
{
if (currentId != -1)
{
weapons[currentId].SetActive(false);
currentId = -1;
}
}
public object SaveData()
{
return new WeaponData
{
currentWeaponId = currentId
};
}
public void LoadData(object data)
{
WeaponData weaponData = (WeaponData) data;
EnableWeapon(weaponData.currentWeaponId);
}
}
}