ProjectDDD/Assets/_DDD/_Scripts/RestaurantEvent/RestaurantEvents.cs
2025-07-22 20:15:20 +09:00

68 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace DDD.RestaurantEvent
{
public static class RestaurantEvents
{
public static RestaurantInteractionEvent RestaurantInteraction = new();
}
public static class RestaurantEventSolvers
{
public static Dictionary<InteractionType, Type> TypeToSolver = new()
{
{InteractionType.RestaurantManagement, typeof(RestaurantManagementEventSolver)}
};
}
public class RestaurantInteractionEvent : IEvent
{
public GameObject Causer;
public GameObject Target;
public InteractionType InteractionType;
public ScriptableObject InteractionPayloadSo;
public bool eventResult = false;
public RestaurantInteractionEvent MakeInteractionEvent(GameObject causer, GameObject target, InteractionType interactionType,
ScriptableObject interactionPayloadSo)
{
Causer = causer;
Target = target;
return this;
}
public bool RequestInteraction(GameObject causer, GameObject target, InteractionType interactionType, ScriptableObject interactionPayloadSo = null, bool shouldBroadcastAfterSolve = true)
{
if (interactionType == InteractionType.None)
{
return false;
}
var evt = MakeInteractionEvent(causer, target, interactionType, interactionPayloadSo);
evt.eventResult = false;
// Solve event directly. 이벤트 처리는 여기서 하고, 이벤트 호출로는 이런 이벤트가 호출되었고 결과가 어떻다는 거 전파하는 식으로.
if (RestaurantEventSolvers.TypeToSolver.TryGetValue(interactionType, out var solverType))
{
Component solverComponent = target.GetComponent(solverType);
IInteractionSolver solver = solverComponent as IInteractionSolver;
IInteractor interactor = causer.GetComponent<IInteractor>();
// Cast solverComponent to IInteractable
if (solver is not null && interactor is not null)
{
evt.eventResult = solver.ExecuteInteraction(interactor, interactionPayloadSo);
}
else
{
// Should not reach here!
Debug.Assert(false, "Solver Component or Interactor is null");
}
}
EventBus.Broadcast(evt);// 이벤트 결과를 이거 받아서 처리하면 될듯.
return evt.eventResult;
}
}
}