Files
YachtDice/Assets/Scripts/Modifiers/Definition/ModifierBehavior.cs
T

43 lines
1.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using YachtDice.Modifiers.Core;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Modifiers.Definition
{
[CreateAssetMenu(fileName = "NewBehavior", menuName = "YachtDice/Modifiers/Behavior")]
public class ModifierBehavior : ScriptableObject
{
[field: SerializeField] public TriggerType Trigger { get; private set; }
[SerializeField] private List<Condition> conditions = new();
[SerializeField] private List<Effect> effects = new();
public IReadOnlyList<Condition> Conditions => conditions;
public IReadOnlyList<Effect> Effects => effects;
public bool EvaluateConditions(ModifierContext context, ModifierInstance instance)
{
for (int i = 0; i < conditions.Count; i++)
{
if (conditions[i] != null && !conditions[i].Evaluate(context, instance))
return false;
}
return true;
}
#if UNITY_EDITOR
public static ModifierBehavior CreateForTest(
TriggerType trigger,
List<Condition> conditions,
List<Effect> effects)
{
var so = CreateInstance<ModifierBehavior>();
so.Trigger = trigger;
so.conditions = conditions ?? new List<Condition>();
so.effects = effects ?? new List<Effect>();
return so;
}
#endif
}
}