using BlueWater.Interfaces; using Sirenix.OdinInspector; using UnityEngine; namespace BlueWater.Players.Tycoons { public class TycoonPickupHandler : MonoBehaviour { [SerializeField] private SpriteRenderer _itemRenderer; [SerializeField] private bool _isPickedUpItem; private IPickup _currentPickupItem; private void Awake() { InitializeComponents(); } private void Start() { TycoonEvents.OnCocktailCompleted += PickupItem; TycoonEvents.OnCocktailDiscarded += DiscardItem; } private void OnDestroy() { TycoonEvents.OnCocktailCompleted -= PickupItem; TycoonEvents.OnCocktailDiscarded -= DiscardItem; } [Button("컴포넌트 초기화")] private void InitializeComponents() { _itemRenderer = transform.Find("VisualLook/Item").GetComponent(); } public void PickupItem(IPickup item) { if (_isPickedUpItem) { Debug.Log("이미 아이템을 들고 있습니다."); return; } _currentPickupItem = item; _itemRenderer.enabled = false; //_itemRenderer.sprite = item.Sprite; _isPickedUpItem = true; } public void GiveItem() { 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 || _currentPickupItem == null) { Debug.Log("들고있는 아이템이 없거나, 현재 아이템 데이터가 비어있습니다."); return; } _currentPickupItem = null; _itemRenderer.sprite = null; _isPickedUpItem = false; } public IPickup GetCurrentPickupItem() => _currentPickupItem; public bool IsPickedUpItem() => _isPickedUpItem; } }