using System.Collections.Generic;
using Assets.Scripts.Actions;
using UnityEngine;
namespace Actions {
///
/// AcrionManagaer managing Actions.
/// ActionHandler implement either NextDayActionHandler or ClickActionHandler and have to be added to the matching list in the instatiationmethod
///
public class ActionManager {
#region Singleton
private static ActionManager _instance;
public static ActionManager Instance {
get
{
if(_instance == null) {
_instance = new ActionManager();
}
return _instance;
}
}
#endregion
private List _clickActionHandlers;
private List _nextDayActionHandlers;
private ActionManager() {
_clickActionHandlers = new List();
_nextDayActionHandlers = new List();
instantiateClickActionHandlers();
instantiateNextDayActionHandlers();
}
///
/// NextDayActionHandlers to be instatiated and added to the corresponding List
///
private void instantiateNextDayActionHandlers() {
_nextDayActionHandlers.Add(new FarmlandTileNextDayActionHandler());
}
///
/// ClickActionHandlers to be instatiated and added to the corresponding List
///
private void instantiateClickActionHandlers() {
_clickActionHandlers.Add(new GrassTileClickHoeActionHandler());
_clickActionHandlers.Add(new GrassTileClickShovelActionHandler());
_clickActionHandlers.Add(new GrassTileClickFenceActionHandler());
_clickActionHandlers.Add(new FarmlandTileClickShovelActionHandler());
_clickActionHandlers.Add(new FarmlandTileClickScytheActionHandler());
_clickActionHandlers.Add(new FarmlandTileClickWateringCanActionHandler());
_clickActionHandlers.Add(new FarmlandTileClickWheatSeedsActionHandler());
_clickActionHandlers.Add(new WaterTileClickShovelActionHandler());
_clickActionHandlers.Add(new WaterTileClickFishingRodActionHandler());
_clickActionHandlers.Add(new CowAnimalClickActionHandler());
}
///
/// Used to Invoke ClickActions, all ClickActionHandlers in ClickActionHandlers list are iterated through,
/// only one will be invoked per method call
///
/// The affected gameObject
/// the current tool
public void ClickAction(GameObject gameObject, UsableItem usableItem) {
foreach (ClickActionHandler actionHandler in _clickActionHandlers) {
if(actionHandler.Matches(gameObject, usableItem)) {
actionHandler.InvokeAction(gameObject);
break; // Ja Herr Professor, Sie sehen richtig. Voller Stolz verwende ich ein break.
}
}
}
///
/// Used to Invoke ClickActions, all ClickActionHandlers in ClickActionHandlers list are iterated through,
/// only one will be invoked per method call
///
/// The affected gameObject
/// the current tool
public void NextDayAction(GameObject gameObject) {
Debug.Log("nextday action");
foreach (NextDayActionHandler actionHandler in _nextDayActionHandlers) {
if(actionHandler.Matches(gameObject)) {
actionHandler.InvokeAction(gameObject);
break; // Gleich noch einmal. Und ich kann nachts immer noch zufrieden schlafen.
}
}
}
}
}