using System.Collections.Generic;
using CustomEvent;
using Definition.DataStruct;
using Entity;
using UnityEngine;
namespace Components
{
public class BackpackComponent : MonoBehaviour
{
///
/// 武器槽容量,由DRRole决定。
///
private int _weaponCapacity;
///
/// 玩家类引用。
///
private Player _player;
///
/// 武器列表。
///
private List _weapons;
///
/// 道具列表。
///
private List _props;
///
/// 玩家状态组件引用,用于道具效果的应用。
///
private StatComponent _statComponent;
///
/// 武器装备槽,在 Editor 中进行配置,表示武器在世界中的显示位置。
///
[SerializeField] private Transform[] _weaponSlots;
public IReadOnlyList Weapons => _weapons;
public IReadOnlyList Props => _props;
public int WeaponCapacity => _weaponCapacity;
public void OnInit(Player player, int weaponCapacity)
{
_weaponCapacity = weaponCapacity;
_player = player;
_weapons = new List(_weaponCapacity);
_props = new List();
_statComponent = GetComponent();
}
public void OnReset()
{
_weapons.Clear();
_props.Clear();
}
public bool AttachWeapon(WeaponBase weapon)
{
if (_weapons.Count == _weaponCapacity) return false;
GameEntry.Entity.AttachEntity(weapon.Id, _player.Id, _weaponSlots[_weapons.Count]);
_weapons.Add(weapon);
weapon.SetEnabled(true);
return true;
}
public bool DetachWeapon(WeaponBase weapon)
{
bool result = _weapons.Remove(weapon);
if (result)
{
GameEntry.Entity.DetachEntity(weapon.Id, _player.Id);
}
return result;
}
public bool AttachProp(PropItem prop)
{
_props.Add(prop);
prop.OnAttach(_statComponent);
return true;
}
public bool DetachProp(PropItem prop)
{
_props.Remove(prop);
prop.OnDetach(_statComponent);
return true;
}
public void SetWeaponState(bool state)
{
if (_weapons == null) return;
foreach (var weapon in _weapons)
{
weapon.SetEnabled(state);
}
}
}
}