Foerming/Assets/Scripts/Actions/ActionManager.cs
2022-06-23 02:21:50 +02:00

48 lines
No EOL
1.7 KiB
C#

using System.Collections.Generic;
using Assets.Scripts.Actions;
using UnityEngine;
namespace Actions {
public class ActionManager {
private static ActionManager _instance;
public static ActionManager Instance {
get
{
if(_instance == null) {
_instance = new ActionManager();
}
return _instance;
}
}
private List<ActionHandler> _actionHandlers;
public List<ActionHandler> ActionHandlers => _actionHandlers;
private ActionManager() {
_actionHandlers = new List<ActionHandler>();
instatiateActionHandlers();
}
private void instatiateActionHandlers() {
ActionHandlers.Add(new GrassTileHoeActionHandler());
ActionHandlers.Add(new GrassTileShovelActionHandler());
ActionHandlers.Add(new GrassTileFenceActionHandler());
ActionHandlers.Add(new FarmlandTileShovelActionHandler());
ActionHandlers.Add(new FarmlandTileScytheActionHandler());
ActionHandlers.Add(new FarmlandTileWateringCanActionHandler());
ActionHandlers.Add(new FarmlandTileWheatSeedsActionHandler());
ActionHandlers.Add(new WaterTileShovelActionHandler());
ActionHandlers.Add(new WaterTileFishingRodActionHandler());
}
public void HandleAction(GameObject gameObject, UsableItem usableItem) {
foreach (ActionHandler actionHandler in ActionHandlers) {
if(actionHandler.Matches(gameObject, usableItem)) {
actionHandler.InvokeAction(gameObject, usableItem);
}
}
}
}
}