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

72 lines
1.3 KiB
C#
Raw Normal View History

2023-10-20 19:31:12 +08:00
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Remoting;
using BITFALL.Entities.Equipment;
using BITFALL.Player.Movement;
using BITKit;
using BITKit.Entities;
using Cysharp.Threading.Tasks;
using UnityEngine;
using IEntity = BITKit.Core.Entites.IEntity;
namespace BITFALL.Guns
{
public class BITUmbrella : MonoBehaviour,IEquipBase
{
[SerializeField] private AssetableItem assetableItem;
[SerializeField] private float damping = 1f;
[Inject]
private IEntityMovement _playerMovement;
public bool IsEntered { get; set; }
public void Entry()
{
}
public UniTask EntryAsync()
{
return UniTask.CompletedTask;
}
public void Exit()
{
}
public UniTask ExitAsync()
{
return UniTask.CompletedTask;
}
public void OnAwake()
{
Entity.Inject(this);
}
public void OnStart()
{
}
public void OnUpdate(float deltaTime)
{
_playerMovement.ExecuteCommand(new PlayerAddGravityDampingCommand()
{
Damping = damping,
});
}
public string AddressablePath =>assetableItem.AddressablePath;
public IEntity Entity { get; set; }
public IBasicItem Item { get; set; }
public bool IsSupportItem(IBasicItem item)
{
return item is not null && item.GetAssetable().AddressablePath == AddressablePath;
}
public void PlayAudio(string name)
{
}
}
}