BITFALL/Assets/Artists/Scripts/Feel/PlayerHandAnimations.cs

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using System.Collections;
using System.Collections.Generic;
using BITFALL.Entities;
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using BITFALL.Player.Equip;
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using BITFALL.Player.Movement;
using BITKit;
using BITKit.Animations;
using BITKit.Entities;
using UnityEngine;
namespace BITFALL.Feel
{
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public sealed class PlayerHandAnimations : EntityBehavior
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{
[SerializeField] private UnityAnimator animator;
[Inject]
private IPlayerMovement _playerMovement;
[Inject]
private IKnockdown _knockdown;
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[Inject]
private IEquipService _equipService;
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public override void OnStart()
{
_playerMovement.OnParachuteOpened += OnParachuteOpened;
_playerMovement.OnParachuteClosed += OnParachuteClosed;
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//_knockdown.OnKnockdown += OnKnockdown;
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}
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public override void OnUpdate(float deltaTime)
{
base.OnUpdate(deltaTime);
_equipService.AllowEquip.SetDisableElements(this,animator[0].stateName != BITConstant.Player.Idle);
}
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private void OnKnockdown()
{
animator.Play("OnKnockdown");
}
private void OnParachuteClosed()
{
animator.Play("OnParachuteClosed");
}
private void OnParachuteOpened()
{
animator.Play("OnParachute");
}
}
}