using UnityEngine;
///
/// Mining behavior for pickaxes and similar tools.
///
[CreateAssetMenu(menuName = "Items/Behaviors/Mining Behavior")]
public class MiningBehavior : ItemBehavior
{
[Header("Mining Settings")]
[SerializeField] private int damage = 50;
private void OnEnable()
{
// Set default mining values
if (string.IsNullOrEmpty(behaviorName)) behaviorName = "Mine";
if (string.IsNullOrEmpty(animTrigger)) animTrigger = "Attack";
canRepeat = true;
}
public override bool CanUse(GameObject user, GameObject target)
{
// Can always swing, but only deals damage if hitting a mineable block
return true;
}
public override void Use(GameObject user, GameObject target)
{
if (target == null) return;
// Use IDamageable interface for all damageable objects
if (target.TryGetComponent(out var damageable))
{
damageable.TakeDamage(new DamageInfo(damage, DamageType.Mining, user));
}
}
public override string GetBlockedReason(GameObject user, GameObject target)
{
if (target == null) return "No target";
if (!target.TryGetComponent(out _))
return "Cannot mine this object";
return null;
}
}