using Cthangover.Core.Interactive;
using Cthangover.Core.Utils;
using Cthangover.Core.UI;
using Cthangover.Mods.Interface.Base.Lists;
using Cthangover.Core.UI.Dialog;
using Cthangover.Core.UI.Event;
using Cthangover.Core.UI.Executable;
using Cthangover.Core.Scenarios;
using Cthangover.Core.Scenes;
namespace Cthangover.Mods.Dialog.Action.Impls
{
///
/// Dialog action that modifies a property of an active interactive object.
/// Supported properties: enabled (bool), visible (bool).
///
public class ActionInteractiveSet : ActionCommand
{
/// The definition ID of the interactive object to modify.
public string DefinitionId { get; set; }
/// Property name: "enabled" or "visible".
public string Property { get; set; }
/// String value to parse: "true" or "false".
public string Value { get; set; }
/// Property changes happen immediately — the dialog does not pause.
public override WaitType WaitType { get; set; } = WaitType.NoWait;
/// Parses as a bool and applies it to the enabled or visible property of the object named by .
public override void DoRun(DialogRuntime runtime)
{
if (string.IsNullOrEmpty(DefinitionId) || string.IsNullOrEmpty(Property) || string.IsNullOrEmpty(Value))
{
GameLogger.Log("INTERACTIVE", "ActionInteractiveSet: missing parameters", LogLevel.Error);
return;
}
var mgr = InteractiveManager.Instance;
if (mgr == null)
return;
if (!bool.TryParse(Value, out var boolVal))
{
GameLogger.Log("INTERACTIVE", $"ActionInteractiveSet: invalid bool value '{Value}'", LogLevel.Error);
return;
}
switch (Property.ToLowerInvariant())
{
case "enabled":
mgr.SetEnabled(DefinitionId, boolVal);
break;
case "visible":
mgr.SetVisible(DefinitionId, boolVal);
break;
default:
GameLogger.Log("INTERACTIVE", $"ActionInteractiveSet: unknown property '{Property}'", LogLevel.Error);
break;
}
}
}
}