using Data; using Managers; using UnityEngine; namespace Entity { public class Building : CombatantEntity { private BuildingDef buildingDef; private BuildingOutline buildingOutline; public override void Init(EntityDef entityDefine) { base.Init(entityDefine); buildingDef = entityDefine as BuildingDef; buildingOutline = entityPrefab.outline as BuildingOutline; } public override bool SetTarget(Vector3 pos) { return false; } 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); } } }