226 lines
8.5 KiB
C#
226 lines
8.5 KiB
C#
using UnityEngine;
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using AppleHills.Core.Settings;
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using System;
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/// <summary>
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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private static GameManager _instance;
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private static bool _isQuitting = false;
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/// <summary>
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/// Singleton instance of the GameManager.
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/// </summary>
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public static GameManager Instance
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{
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get
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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{
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_instance = FindAnyObjectByType<GameManager>();
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if (_instance == null)
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{
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var go = new GameObject("GameManager");
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_instance = go.AddComponent<GameManager>();
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// DontDestroyOnLoad(go);
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}
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}
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return _instance;
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}
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}
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[Header("Settings Status")]
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[SerializeField] private bool _settingsLoaded = false;
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[SerializeField] private bool _developerSettingsLoaded = false;
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public bool SettingsLoaded => _settingsLoaded;
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public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
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void Awake()
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{
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_instance = this;
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// Create settings provider if it doesn't exist
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
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// Create developer settings provider if it doesn't exist
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DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
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// Load all settings synchronously during Awake
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InitializeSettings();
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InitializeDeveloperSettings();
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// DontDestroyOnLoad(gameObject);
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}
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private void InitializeSettings()
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{
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Debug.Log("Starting settings initialization...");
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// Load settings synchronously
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var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
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var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
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var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
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// Register settings with service locator
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if (playerSettings != null)
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{
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ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
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Debug.Log("PlayerFollowerSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load PlayerFollowerSettings");
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}
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if (interactionSettings != null)
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{
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ServiceLocator.Register<IInteractionSettings>(interactionSettings);
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Debug.Log("InteractionSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load InteractionSettings");
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}
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if (minigameSettings != null)
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{
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ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
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Debug.Log("MinigameSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load MinigameSettings");
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}
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// Log success
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
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if (_settingsLoaded)
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{
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Debug.Log("All settings loaded and registered with ServiceLocator");
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}
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else
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{
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Debug.LogWarning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
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}
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}
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/// <summary>
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/// Check for and initialize developer settings.
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/// </summary>
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private void InitializeDeveloperSettings()
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{
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Debug.Log("Starting developer settings initialization...");
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// Load developer settings
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var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
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_developerSettingsLoaded = divingDevSettings != null;
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if (_developerSettingsLoaded)
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{
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Debug.Log("All developer settings loaded successfully");
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}
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else
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{
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Debug.LogWarning("Some developer settings failed to load");
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}
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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ServiceLocator.Clear();
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}
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// Helper method to get settings
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private T GetSettings<T>() where T : class
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{
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return ServiceLocator.Get<T>();
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}
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/// <summary>
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/// Returns the entire settings object of specified type.
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/// </summary>
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/// <typeparam name="T">Type of settings to retrieve</typeparam>
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/// <returns>The settings object or null if not found</returns>
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public static T GetSettingsObject<T>() where T : class
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{
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return Instance?.GetSettings<T>();
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}
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/// <summary>
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/// Returns the developer settings object of specified type.
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/// </summary>
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/// <typeparam name="T">Type of developer settings to retrieve</typeparam>
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/// <returns>The developer settings object or null if not found</returns>
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public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
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{
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return DeveloperSettingsProvider.Instance?.GetSettings<T>();
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}
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// PLAYER & FOLLOWER SETTINGS
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// Player settings
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public float MoveSpeed => GetSettings<IPlayerFollowerSettings>()?.MoveSpeed ?? 5f;
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public float StopDistance => GetSettings<IPlayerFollowerSettings>()?.StopDistance ?? 0.1f;
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public bool UseRigidbody => GetSettings<IPlayerFollowerSettings>()?.UseRigidbody ?? true;
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public HoldMovementMode DefaultHoldMovementMode =>
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GetSettings<IPlayerFollowerSettings>()?.DefaultHoldMovementMode ?? HoldMovementMode.Pathfinding;
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// Follower settings
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public float FollowDistance => GetSettings<IPlayerFollowerSettings>()?.FollowDistance ?? 1.5f;
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public float ManualMoveSmooth => GetSettings<IPlayerFollowerSettings>()?.ManualMoveSmooth ?? 8f;
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public float ThresholdFar => GetSettings<IPlayerFollowerSettings>()?.ThresholdFar ?? 2.5f;
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public float ThresholdNear => GetSettings<IPlayerFollowerSettings>()?.ThresholdNear ?? 0.5f;
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public float StopThreshold => GetSettings<IPlayerFollowerSettings>()?.StopThreshold ?? 0.1f;
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public float FollowUpdateInterval => GetSettings<IPlayerFollowerSettings>()?.FollowUpdateInterval ?? 0.1f;
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public float FollowerSpeedMultiplier => GetSettings<IPlayerFollowerSettings>()?.FollowerSpeedMultiplier ?? 1.2f;
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public float HeldIconDisplayHeight => GetSettings<IPlayerFollowerSettings>()?.HeldIconDisplayHeight ?? 2.0f;
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// INTERACTION SETTINGS
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public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
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public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
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public float FollowerPickupDelay => GetSettings<IInteractionSettings>()?.FollowerPickupDelay ?? 0.2f;
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public LayerMask InteractableLayerMask => GetSettings<IInteractionSettings>()?.InteractableLayerMask ?? -1;
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public GameObject BasePickupPrefab => GetSettings<IInteractionSettings>()?.BasePickupPrefab;
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public GameObject LevelSwitchMenuPrefab => GetSettings<IInteractionSettings>()?.LevelSwitchMenuPrefab;
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/// <summary>
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/// Returns the combination rule for two items, if any.
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/// </summary>
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public CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2)
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{
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var settings = GetSettings<IInteractionSettings>();
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if (settings == null || settings.CombinationRules == null) return null;
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foreach (var rule in settings.CombinationRules)
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{
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if ((PickupItemData.AreEquivalent(rule.itemA, item1) && PickupItemData.AreEquivalent(rule.itemB, item2)) ||
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(PickupItemData.AreEquivalent(rule.itemA, item2) && PickupItemData.AreEquivalent(rule.itemB, item1)))
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{
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return rule;
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}
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}
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return null;
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}
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/// <summary>
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/// Returns the slot item config for a given slot item.
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/// </summary>
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public SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
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{
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var settings = GetSettings<IInteractionSettings>();
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if (settings == null || settings.SlotItemConfigs == null || slotItem == null) return null;
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foreach (var config in settings.SlotItemConfigs)
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{
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if (PickupItemData.AreEquivalent(slotItem, config.slotItem))
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return config;
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}
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return null;
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}
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}
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