using BlueWater.Interfaces; using Sirenix.OdinInspector; using UnityEngine; namespace BlueWater.Players.Tycoons { public class TycoonPickupHandler : MonoBehaviour { [SerializeField] private SpriteRenderer _itemRenderer; [field: SerializeField] public bool IsUnfinishedCocktailPickedUp { get; private set; } [field: SerializeField] public bool IsPickedUpItem { get; private set; } private IPickup _currentPickupItem; private void Awake() { InitializeComponents(); } private void Start() { EventManager.OnMakeCocktailStarted += PickupUnfinishedCocktail; EventManager.OnMakeCocktailCompleted += PickupItem; } private void OnDestroy() { EventManager.OnMakeCocktailStarted -= PickupUnfinishedCocktail; EventManager.OnMakeCocktailCompleted -= PickupItem; } [Button("컴포넌트 초기화")] private void InitializeComponents() { _itemRenderer = transform.Find("VisualLook/Item").GetComponent(); } private void PickupUnfinishedCocktail() { IsUnfinishedCocktailPickedUp = true; } public void PickupItem(IPickup item, bool isMadePlayer) { if (!isMadePlayer) return; if (IsPickedUpItem) { Debug.Log("이미 아이템을 들고 있습니다."); return; } IsUnfinishedCocktailPickedUp = false; _currentPickupItem = item; _itemRenderer.enabled = false; //_itemRenderer.sprite = item.Sprite; IsPickedUpItem = true; } public void ServedItem(IPickup item) { if (!IsPickedUpItem || _currentPickupItem == null) { Debug.Log("들고있는 아이템이 없거나, 현재 아이템 데이터가 비어있습니다."); return; } _currentPickupItem = null; _itemRenderer.sprite = null; IsPickedUpItem = false; } public void DiscardItem() { if (!IsPickedUpItem && !IsUnfinishedCocktailPickedUp) { Debug.Log("들고있는 아이템이 없습니다."); return; } IsUnfinishedCocktailPickedUp = false; _currentPickupItem = null; _itemRenderer.sprite = null; IsPickedUpItem = false; } public void ChangeItem(IPickup item) { IsUnfinishedCocktailPickedUp = false; _currentPickupItem = item; _itemRenderer.enabled = false; IsPickedUpItem = true; } public IPickup GetCurrentPickupItem() => _currentPickupItem; public bool IsServablePickupItem() => IsPickedUpItem && _currentPickupItem.Idx != "Cocktail000"; /// /// 제조중인 칵테일이 있거나, 아이템이 있는 경우 /// public bool IsPickedUpAnything() => IsPickedUpItem || IsUnfinishedCocktailPickedUp; } }