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Cielonos/Assets/Scripts/MainGame/Items/Submodules/FunctionSubmodule.cs

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using System.Collections.Generic;
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using System.Linq;
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using Cielonos.MainGame.Characters;
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using Cielonos.UI;
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using Sirenix.OdinInspector;
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using SLSFramework.General;
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using UnityEngine;
namespace Cielonos.MainGame.Inventory
{
public class FunctionSubmodule : SubmoduleBase<ItemBase>
{
[ReadOnly]
public Dictionary<string, RuntimeFunctionUnit> functionUnits;
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public RuntimeFunctionUnit mainFunction => functionUnits.Count > 0 ? functionUnits.Values.First() : null;
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public RuntimeFunctionUnit this[string functionName] => functionUnits.ContainsKey(functionName) ? functionUnits[functionName] : null;
public FunctionSubmodule(ItemBase owner, FunctionData data) : base(owner)
{
functionUnits = new Dictionary<string, RuntimeFunctionUnit>();
foreach (var kvp in data.functionUnits)
{
functionUnits[kvp.Key] = new RuntimeFunctionUnit(this, kvp.Value);
}
}
public void Update(float deltaTime)
{
foreach (var unit in functionUnits.Values)
{
unit.Update(deltaTime);
}
}
}
public class RuntimeFunctionUnit : SubmoduleBase<FunctionSubmodule>
{
private CharacterBase character => owner.owner.player;
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public FunctionData.FunctionUnit data;
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public float currentCooldown;
public float maxCooldown;
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public RuntimeFunctionUnit(FunctionSubmodule owner, FunctionData.FunctionUnit data) : base(owner)
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{
this.data = data;
maxCooldown = data.interval;
currentCooldown = 0f;
}
public void Update(float deltaTime)
{
currentCooldown -= deltaTime;
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currentCooldown = Mathf.Max(currentCooldown, 0f);
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}
public bool IsAvailable()
{
bool cooldownAvailable = currentCooldown <= 0f;
bool energyAvailable = character.attributeSm["Energy"] >= data.energyCost;
return cooldownAvailable && energyAvailable;
}
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public RuntimeFunctionUnit Execute()
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{
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ResetCooldown();
ConsumeEnergy();
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return this;
}
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private void ResetCooldown()
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{
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currentCooldown = maxCooldown;
}
private void ConsumeEnergy()
{
character.attributeSm["Energy"] -= data.energyCost;
character.eventSm.onUseEnergy.Invoke(character, data.energyCost);
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}
}
}