BITFALL/Assets/Artists/Scripts/Equip/UniversalUseController.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
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using Animancer;
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using BITFALL.Entities.Equipment.Melee;
using BITFALL.Entities.Equipment.Universal.States;
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using BITFALL.Entities.Inventory;
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using BITFALL.Player.Inventory;
using BITKit;
using BITKit.Entities;
using BITKit.StateMachine;
using Cysharp.Threading.Tasks;
using UnityEngine;
using Draw = BITFALL.Entities.Equipment.Universal.States.Draw;
namespace BITFALL.Entities.Equipment.Universal
{
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public interface IUseState : IState
{
}
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public abstract class UseState : IUseState
{
[SerializeField] protected UniversalUseController useController;
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[SerializeField] protected AnimancerComponent animancerComponent;
[SerializeField] protected AnimationClip[] clips;
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public virtual bool Enabled { get; set; }
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protected AnimancerState currentState;
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public virtual void Initialize()
{
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}
public virtual void OnStateEntry(IState old)
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{
PlayAnimation();
}
public virtual void PlayAnimation()
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{
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if (clips?.Length is 0) return;
var clip = clips.Random();
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currentState = animancerComponent.Play(clip);
currentState.Events.OnEnd = OnPlayEnd;
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}
public virtual void OnStateUpdate(float deltaTime)
{
}
public virtual void OnStateExit(IState old, IState newState)
{
}
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protected virtual void OnPlayEnd()
{
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if (currentState is { IsValid: true })
currentState.Events.OnEnd = null;
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}
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}
public class UniversalUseController : BITEquipBase<IUseState>
{
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public struct Used:IProperty{}
/// <summary>
/// 是使用完就释放,还是连续使用
/// </summary>
[SerializeField] private bool release;
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[Inject] internal IPlayerInventory _playerInventory;
[Inject] internal IPlayerEquipSelector _playerEquipSelector;
[Inject] internal IEntityEquipmentContainer _equipmentContainer;
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public bool Release => release;
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public override void Entry()
{
base.Entry();
TransitionState<Draw>();
}
public override void Exit()
{
base.Exit();
TransitionState<Exit>();
}
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public override void AnimationEvent(string eventName)
{
base.AnimationEvent(eventName);
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switch (eventName)
{
case BITConstant.Player.Use when CurrentState is Use:
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var current = Item;
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if (item.TryGetProperty<EquipmentAsSlot>(out var asSlot))
{
_equipmentContainer.TryUseEquip(asSlot.slot);
}
else
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{
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_inventory.UseItem(Item);
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}
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if (current?.Id == Item?.Id)
Item = null;
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break;
}
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}
}
}