1
This commit is contained in:
@@ -1,12 +1,18 @@
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{
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"name": "BITFALL.Entities.Equipment",
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"name": "BITFALL.Entities.Armor.Runtime",
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"rootNamespace": "",
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"references": [
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"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
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"GUID:48ef04d98836e2640bf90b524bdff904",
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"GUID:677cd05ca06c46b4395470200b1acdad",
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"GUID:d525ad6bd40672747bde77962f1c401e",
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"GUID:49b49c76ee64f6b41bf28ef951cb0e50",
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"GUID:677cd05ca06c46b4395470200b1acdad",
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||||
"GUID:709caf8d7fb6ef24bbba0ab9962a3ad0"
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"GUID:c0b9c98c59e49554c8f4ca6dc4998d79",
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"GUID:709caf8d7fb6ef24bbba0ab9962a3ad0",
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"GUID:7efac18f239530141802fb139776f333",
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"GUID:30cdc242b1ac6a944a460f4ab0b77b88",
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"GUID:84d565da37ad40546a118cfb3c3509f3",
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"GUID:42a9827d94e00374aa52e51f0a1b035c"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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106
Assets/Artists/Scripts/Entities/Armor/EntityArmor.cs
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106
Assets/Artists/Scripts/Entities/Armor/EntityArmor.cs
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@@ -0,0 +1,106 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITFALL.Entities.Equipment;
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using BITFALL.Entities.Inventory;
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using BITFALL.Items.Armor;
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using BITKit;
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using BITKit.Entities;
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using UnityEngine;
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namespace BITFALL.Entities.Armor
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{
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[CustomType(typeof(IArmor))]
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public class EntityArmor : EntityComponent,IArmor
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{
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private int _armor;
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public int Armor
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{
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get => _armor;
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set=>OnArmorChanged?.Invoke(_armor = value);
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}
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public bool TryGetCurrentArmor(out IBasicItem item)
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{
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item = _currentArmor;
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return _currentArmor is not null;
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}
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public event Action<int> OnArmorChanged;
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public event Action<IBasicItem> OnEquipArmor;
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public event Action<IBasicItem> OnUnEquipArmor;
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[Inject] private IHealth _health;
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[Inject] private IPlayerEquipSelector _playerEquipSelector;
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[Inject] private IEntityInventory _inventory;
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[Inject] private IEntityEquipmentContainer _equipmentContainer;
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private IBasicItem _currentArmor;
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public override void OnAwake()
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{
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base.OnAwake();
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_health.OnDamage += OnDamage;
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_inventory.OnUsed += OnUsed;
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_equipmentContainer.OnEquip += OnEquip;
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_equipmentContainer.OnDeEquip += OnDeEquip;
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_playerEquipSelector.OnTryEquip += OnTryEquip;
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}
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private bool OnTryEquip(IBasicItem arg)
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{
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if (arg is null) return true;
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if (arg.GetAssetable().TryGetProperty<AddArmor>(out _))
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{
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if (_currentArmor is null)
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{
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return false;
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}
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if (Armor == _currentArmor.GetAssetable().As<AssetableArmor>().MaxArmor)
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{
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return false;
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}
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}
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return true;
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}
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private void OnDeEquip(IEquipmentSlot arg1, IBasicItem arg2)
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{
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if (arg1 is not EquipmentAsArmor) return;
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_currentArmor = null;
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OnUnEquipArmor?.Invoke(arg2);
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}
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private void OnEquip(IEquipmentSlot arg1, IBasicItem arg2)
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{
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if (arg1 is not EquipmentAsArmor) return;
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_currentArmor = arg2;
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OnEquipArmor?.Invoke(arg2);
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}
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private void OnUsed(IBasicItem obj)
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{
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if (_currentArmor?.GetAssetable() is not AssetableArmor assetableArmor) return;
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if (obj.GetAssetable().TryGetProperty<AddArmor>(out var addArmor))
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{
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Armor = Mathf.Clamp(Armor + addArmor.Armor, 0, assetableArmor.MaxArmor);
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}
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}
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private int OnDamage(DamageMessage arg1, int damage)
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{
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if (_currentArmor is null) return damage;
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if (Armor is 0) return damage;
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if (damage > Armor)
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{
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Armor = 0;
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return damage-Armor;
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}
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Armor -= damage;
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return 0;
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}
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}
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}
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@@ -15,7 +15,9 @@ namespace BITFALL
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/// </summary>
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public interface IPlayerEquipSelector
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{
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event Func<IBasicItem,bool> OnTryEquip;
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event Action<IDictionary<int, IBasicItem>> OnUpdateEquip;
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bool TryDeEquip(IBasicItem item);
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bool Cancel();
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}
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}
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@@ -0,0 +1,10 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITKit;
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using UnityEngine;
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namespace BITFALL.Entities.Inventory
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{
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}
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@@ -26,6 +26,8 @@ namespace BITFALL.Entities.Equipment
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{
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[Header(Constant.Header.InternalVariables)]
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private readonly Dictionary<int, IBasicItem> equips=new();
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public event Func<IBasicItem, bool> OnTryEquip;
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public event Action<IDictionary<int, IBasicItem>> OnUpdateEquip;
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[Inject(true)]
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@@ -179,8 +181,13 @@ namespace BITFALL.Entities.Equipment
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switch (asset)
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{
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case var _ when asset.TryGetProperty<EquipmentUseItem>(out _):
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if (OnTryEquip?.CastAsFunc().Any(x => x.Invoke(value)) is false) return false;
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_equipment.EntryEquip(value);
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_improvisedService?.TryUnEquipImprovised(out _);
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if (currentEquip is not null)
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{
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_cachedItem.Release(currentEquip);
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}
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currentEquip = value;
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return true;
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}
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@@ -263,6 +270,18 @@ namespace BITFALL.Entities.Equipment
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return true;
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}
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public bool Cancel()
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{
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if (currentEquip is null) return false;
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if (_cachedItem.TryGetRelease(out var item))
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{
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Equip(item);
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return true;
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}
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Equip(null);
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return false;
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}
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private void Equip(IBasicItem item)
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{
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_equipment.EntryEquip(item);
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@@ -13,7 +13,9 @@
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"GUID:d525ad6bd40672747bde77962f1c401e",
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"GUID:49b49c76ee64f6b41bf28ef951cb0e50",
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"GUID:d8b63aba1907145bea998dd612889d6b",
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"GUID:30cdc242b1ac6a944a460f4ab0b77b88"
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"GUID:30cdc242b1ac6a944a460f4ab0b77b88",
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"GUID:7efac18f239530141802fb139776f333",
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"GUID:ef0bb553b58b90b488bdbe8672e3be0b"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -1,17 +0,0 @@
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using BITKit;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace BITFALL
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{
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public interface IEquipmentAsArms : IProperty { }
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[System.Serializable]
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public record EquipmentAsWeapon: IEquipmentAsArms { }
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[System.Serializable]
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public record EquipmentUseItem: IEquipmentAsArms { }
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}
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@@ -1,38 +0,0 @@
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using BITKit;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BITFALL
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{
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public interface IEquipmentSlot
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{
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}
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public abstract record EquipmentSlot: IEquipmentSlot
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{
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public override int GetHashCode() => GetType().GetHashCode();
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}
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[System.Serializable]
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public sealed record EquipmentAsHead: EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsBody : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsArmor : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsHeal : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsBackpack : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsArmorPlates : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsTactics : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsThrow : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsEquip : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsSlot : IProperty
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{
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[SerializeReference, SubclassSelector] public IEquipmentSlot slot;
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}
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}
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@@ -1,27 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITKit;
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using BITKit.Core.Entites;
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using UnityEngine;
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namespace BITFALL.Entities.Equipment
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{
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public interface IEntityEquipment
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{
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event Action<IBasicItem> OnEquip;
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event Action<IBasicItem> OnDeEquip;
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bool IsSupportItem(IBasicItem item);
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void EntryEquip(int index);
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void EntryEquip(Func<string,bool> item);
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void EntryEquip(IBasicItem item);
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}
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public interface IEquipBase : IEntryElement, IAwake, IStart, IUpdate
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{
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string AddressablePath { get; }
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IEntity Entity { get; set; }
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IBasicItem Item { get; set; }
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bool IsSupportItem(IBasicItem item);
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void PlayAudio(string name);
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}
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}
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@@ -36,14 +36,15 @@ namespace BITKit.Entities
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allowGlobalActivation = true
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};
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protected readonly ValidHandle AllowRendering = new();
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public virtual string AddressablePath => throw new System.NotImplementedException();
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public virtual string AddressablePath => item.AddressablePath;
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protected virtual Vector3 meleeForce => Transform.forward;
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public bool IsEntered { get; set; }
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public virtual void Entry()
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{
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AllowRendering.AddElement(this);
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inputActionGroup.allowInput.AddElement(this);
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animator.animator.enabled = true;
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animator.animator.Update(0);
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}
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public virtual UniTask EntryAsync()
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{
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@@ -52,7 +53,7 @@ namespace BITKit.Entities
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public virtual void Exit()
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{
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inputActionGroup.allowInput.AddElement(this);
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inputActionGroup.allowInput.RemoveElement(this);
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}
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public virtual UniTask ExitAsync()
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{
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@@ -61,8 +62,13 @@ namespace BITKit.Entities
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}
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public virtual void OnAwake()
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{
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AllowRendering.AddListener(x=>renderers.ForEach(y=>y.enabled = x));
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AllowRendering.AddListener(x=>renderers.ForEach(y=>
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{
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y.enabled = x;
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animator.animator.enabled = x;
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}));
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AllowRendering.Invoke();
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Initialize();
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}
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@@ -0,0 +1,99 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BITFALL.Entities.Equipment;
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using BITFALL.Player.Inventory;
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using UnityEngine;
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using BITKit;
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using BITKit.Entities;
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namespace BITFALL
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{
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/// <summary>
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/// 玩家装备容器
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/// 支持,护甲,头盔和背包等
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/// </summary>
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[CustomType(typeof(IEntityEquipmentContainer))]
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public class EntityEquipmentContainer : EntityComponent, IEntityEquipmentContainer
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{
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private readonly Dictionary<IEquipmentSlot, IBasicItem> dictionary = new();
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[Inject]
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private IBasicItemContainer inventory;
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public override void OnAwake()
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{
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var health = entity.Get<IHealth>();
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health.OnSetAlive += OnSetAlive;
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}
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private void OnSetAlive(bool obj)
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{
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if (obj) return;
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foreach (var x in dictionary.ToArray())
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{
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OnDeEquip?.Invoke(x.Key, x.Value);
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inventory.Add(x.Value);
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}
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dictionary.Clear();
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}
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public override void OnStart()
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{
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base.OnStart();
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inventory = entity.Get<IBasicItemContainer>();
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var playerInventory = entity.Get<IPlayerInventory>();
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playerInventory.OnUseItem += TryExecute;
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}
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public Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
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public Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
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public bool TryDeEquip<T>(T slot) where T : IEquipmentSlot
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{
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if (!dictionary.TryGetValue(slot, out var equipable)) return false;
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if (inventory.Add(equipable))
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{
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DeEquip(slot, equipable);
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}
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return false;
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}
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private bool Equip(IEquipmentSlot slot, IBasicItem item)
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{
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dictionary.Add(slot, item);
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OnEquip?.Invoke(slot, item);
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return true;
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}
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private bool DeEquip(IEquipmentSlot slot, IBasicItem item)
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{
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dictionary.Remove(slot);
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OnDeEquip?.Invoke(slot, item);
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return true;
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}
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public int Priority => 0;
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public bool TryExecute(IBasicItem value)
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{
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var asset = value.GetAssetable();
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//尝试获取可装备信息
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if (!asset.TryGetProperty<EquipmentAsSlot>(out var equipable)) return false;
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//已装备物品
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if (dictionary.TryGetValue(equipable.slot, out var equipedItem))
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{
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//尝试将装配放回背包
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if (inventory.Add(equipedItem))
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{
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//移除已装备物品
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DeEquip(equipable.slot, value);
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}
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}
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//从库存中移除物品
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if (inventory.Remove(value))
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{
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//装配物品
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Equip(equipable.slot, value);
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}
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return false;
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}
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}
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}
|
@@ -64,7 +64,7 @@ namespace BITFALL
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public override void OnAwake()
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{
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_health.OnSetAlive += OnSetAlive;
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}
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}
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private void OnSetAlive(bool alive)
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{
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if (alive) return;
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|
@@ -1,4 +1,5 @@
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using System;
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using BITFALL.Entities.Equipment;
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using UnityEngine;
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using BITKit;
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using BITKit.Entities;
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@@ -27,7 +28,7 @@ namespace BITFALL
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container.OnUsed += OnRemove;
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container.OnRemove += OnRemove;
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var playerEquipContainer = entity.Get<IPlayerEquipContainer>();
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var playerEquipContainer = entity.Get<IEntityEquipmentContainer>();
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playerEquipContainer.OnEquip += OnEquip;
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playerEquipContainer.OnDeEquip += DeEquip;
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}
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|
@@ -9,11 +9,7 @@ using BITKit.Entities;
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namespace BITFALL
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{
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public interface IPlayerEquipContainer {
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Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
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Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
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bool TryDeEquip<T>(T slot=default) where T : IEquipmentSlot;
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}
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/// <summary>
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/// 玩家装备容器
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/// 支持,护甲,头盔和背包等
|
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|
@@ -14,7 +14,7 @@ namespace BITFALL
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[SerializeField] private SerializedDictionary<string, GameObject> equipDictionary = new();
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[Inject] private IEntityEquipment _entityEquipment;
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[Inject] private IPlayerEquipContainer _playerEquipContainer;
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[Inject] private IEntityEquipmentContainer _playerEquipContainer;
|
||||
[Inject] private IPlayerEquipSelector _playerEquipSelector;
|
||||
|
||||
public override void OnStart()
|
||||
|
Reference in New Issue
Block a user