public void SetController(DualGunInteractableController dualGunInteractableController) { this.dualGunInteractableController = dualGunInteractableController; }
void SpawnInteractables(InteractablePickup interactablePickup, InteractableScriptableObj interactableScriptableObj) { List <int> nodeID = new List <int>(); nodeID.Clear(); int k = (int)interactablePickup; nodeID = interactableManager.GetNodeIDOfController(interactablePickup); switch (interactablePickup) { case InteractablePickup.NONE: break; case InteractablePickup.BREIFCASE: for (int i = 0; i < nodeID.Count; i++) { InteractableView briefCaseView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController briefCaseController = new BriefCaseController(position , interactableManager , briefCaseView); interactableManager.AddInteractable(nodeID[i], briefCaseController); } break; case InteractablePickup.STONE: for (int i = 0; i < nodeID.Count; i++) { InteractableView stoneView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController rockController = new RockInteractableController(position , interactableManager , stoneView); interactableManager.AddInteractable(nodeID[i], rockController); } break; case InteractablePickup.BONE: for (int i = 0; i < nodeID.Count; i++) { InteractableView boneView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController boneController = new BoneController(position , interactableManager , boneView); interactableManager.AddInteractable(nodeID[i], boneController); } break; case InteractablePickup.SNIPER_GUN: for (int i = 0; i < nodeID.Count; i++) { InteractableView sniperView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController sniperController = new SniperController(position , interactableManager , sniperView); interactableManager.AddInteractable(nodeID[i], sniperController); } break; case InteractablePickup.DUAL_GUN: for (int i = 0; i < nodeID.Count; i++) { InteractableView dualGunView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController dualGunController = new DualGunInteractableController(position , interactableManager , dualGunView); interactableManager.AddInteractable(nodeID[i], dualGunController); } break; case InteractablePickup.COLOR_KEY: for (int i = 0; i < nodeID.Count; i++) { InteractableView keyView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController keyController = new KeyController(position , interactableManager , keyView, interactableManager.ReturnPathService().GetKeyType(nodeID[i])); interactableManager.AddInteractable(nodeID[i], keyController); } break; case InteractablePickup.AMBUSH_PLANT: for (int i = 0; i < nodeID.Count; i++) { InteractableView ambushPlantView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController ambushPlantController = new AmbushPlantController(position , interactableManager , ambushPlantView); interactableManager.AddInteractable(nodeID[i], ambushPlantController); } break; case InteractablePickup.GUARD_DISGUISE: for (int i = 0; i < nodeID.Count; i++) { InteractableView guardView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); EnemyType enemyType = interactableManager.ReturnPathService() .GetDisguise(nodeID[i]); InteractableController guardController = new GuardUniformController(position , interactableManager , guardView , enemyType); interactableManager.AddInteractable(nodeID[i], guardController); } break; default: break; } }