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AppleHillsProduction/Assets/Scripts/Interactions/InteractionActionBase.cs

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using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System.Threading.Tasks;
using Input;
namespace Interactions
{
/// <summary>
/// Base class for all interaction action components
/// These components respond to interaction events and can control the interaction flow
/// </summary>
public abstract class InteractionActionBase : MonoBehaviour
{
[Tooltip("Which interaction events this action should respond to")]
public List<InteractionEventType> respondToEvents = new List<InteractionEventType>();
[Tooltip("Whether the interaction flow should wait for this action to complete")]
public bool pauseInteractionFlow = true;
protected Interactable parentInteractable;
protected virtual void Awake()
{
// Get the parent interactable component
parentInteractable = GetComponentInParent<Interactable>();
if (parentInteractable == null)
{
Debug.LogError($"[{GetType().Name}] Cannot find parent Interactable component!");
enabled = false;
return;
}
}
protected virtual void OnEnable()
{
if (parentInteractable != null)
{
parentInteractable.RegisterAction(this);
}
}
protected virtual void OnDisable()
{
if (parentInteractable != null)
{
parentInteractable.UnregisterAction(this);
}
}
/// <summary>
/// Called when an interaction event occurs that this action is registered for
/// </summary>
/// <param name="eventType">The type of event that occurred</param>
/// <returns>A task that completes when the action is finished, or null if action won't execute</returns>
public Task<bool> OnInteractionEvent(InteractionEventType eventType, PlayerTouchController player, FollowerController follower)
{
if (respondToEvents.Contains(eventType) && ShouldExecute(eventType, player, follower))
{
if (pauseInteractionFlow)
{
return ExecuteAsync(eventType, player, follower);
}
else
{
// If we don't need to pause the flow, execute in the background
// and return a completed task
_ = ExecuteAsync(eventType, player, follower);
return Task.FromResult(false);
}
}
return null;
}
/// <summary>
/// Execute the action for the given event asynchronously
/// </summary>
protected abstract Task<bool> ExecuteAsync(InteractionEventType eventType, PlayerTouchController player, FollowerController follower);
/// <summary>
/// Called to determine if this action should execute for the given event
/// Override this to add additional conditions for execution
/// </summary>
protected virtual bool ShouldExecute(InteractionEventType eventType, PlayerTouchController player, FollowerController follower)
{
return true;
}
}
}