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Gen_Hack-and-Slash-Roguelite/Client/Assets/Scripts/Entity/Building.cs

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C#
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using Data;
using Managers;
using UnityEngine;
namespace Entity
{
public class Building : CombatantEntity
{
private BuildingOutline buildingOutline;
private BuildingDef buildingDef;
public override void Init(EntityDef entityDef)
{
base.Init(entityDef);
buildingDef = entityDef as BuildingDef;
buildingOutline = entityPrefab.outline as BuildingOutline;
}
public override void SetTarget(Vector3 pos)
{
}
public override void TryMove()
{
}
protected override void UpdatePlayerControls()
{
if (Input.GetKeyDown(KeyCode.W))
{
transform.position += Vector3.up;
}
if (Input.GetKeyDown(KeyCode.A))
{
transform.position += Vector3.left;
}
if (Input.GetKeyDown(KeyCode.S))
{
transform.position += Vector3.down;
}
if (Input.GetKeyDown(KeyCode.D))
{
transform.position += Vector3.right;
}
}
public override void Tick()
{
base.Tick();
if (buildingDef.triggerEvents != null && buildingOutline.PlayerOnGround &&
Input.GetKeyDown(buildingDef.activateKey))
{
foreach (var eventDef in buildingDef.triggerEvents)
{
EventManager.Instance.Action(eventDef, this);
}
}
}
}
}