This commit is contained in:
CortexCore
2023-10-24 23:37:59 +08:00
parent 325f63d6bc
commit 3e39e627bc
388 changed files with 29043 additions and 889 deletions

View File

@@ -8,17 +8,28 @@ namespace BITFALL
public static class Player
{
public const string Movement =nameof(Movement);
public const string Idle =nameof(Idle);
public const string Run = nameof(Run);
public const string Sprint = nameof(Sprint);
public const string Aim = nameof(Aim);
public const string Interactive = nameof(Interactive);
public const string Equip = nameof(Equip);
public const string Throw = nameof(Throw);
public const string Fire = nameof(Fire);
public const string Draw =nameof(Draw);
public const string Reload = nameof(Reload);
public const string Melee =nameof(Melee);
public const string IsGrounded =nameof(IsGrounded);
public const string IsCrouched =nameof(IsCrouched);
public const string IsRunning =nameof(IsRunning);
public const string Attack =nameof(Attack);
public const string HeavyAttack =nameof(HeavyAttack);
public const string Blocking =nameof(Blocking);
public const string Dodge =nameof(Dodge);
public const string BlockStun =nameof(BlockStun);
public const string BlockBreak =nameof(BlockBreak);
public const string HitStun =nameof(HitStun);
public const string ReadyToThrow =nameof(ReadyToThrow);
public const string Charging =nameof(Charging);
public const string Climb =nameof(Climb);
public const string Use = nameof(Use);

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@@ -13,6 +13,7 @@ namespace BITFALL
public float3 pos;
public quaternion rot;
public float3 forward;
public int InitialForce;
public int startSpeed;
public int initialDamage;
}

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@@ -4,7 +4,6 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace BITFALL
{

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@@ -1,7 +1,6 @@
using BITKit;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BITFALL
{
public interface IEquipmentSlot
@@ -23,7 +22,7 @@ namespace BITFALL
[System.Serializable]
public sealed record EquipmentAsBackpack : EquipmentSlot { }
[System.Serializable]
public sealed record EquipmentAsArmorPlates : EquipmentSlot { }
public sealed record EquipmentAsArmorPlate : EquipmentSlot { }
[System.Serializable]
public sealed record EquipmentAsTactics : EquipmentSlot { }
[System.Serializable]
@@ -33,6 +32,9 @@ namespace BITFALL
[System.Serializable]
public sealed record EquipmentAsSlot : IProperty
{
[SerializeReference, SubclassSelector] public IEquipmentSlot slot;
#if UNITY_64
[UnityEngine.SerializeReference, SubclassSelector]
#endif
public IEquipmentSlot slot;
}
}

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@@ -3,7 +3,6 @@ using System.Collections;
using System.Collections.Generic;
using BITKit;
using BITKit.Core.Entites;
using UnityEngine;
namespace BITFALL.Entities.Equipment
{

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@@ -7,8 +7,11 @@ namespace BITFALL.Entities.Equipment
{
public interface IEntityEquipmentContainer
{
Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
bool TryDeEquip<T>(T slot=default) where T : IEquipmentSlot;
IDictionary<IEquipmentSlot, IBasicItem> Equipment { get; }
Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
bool TryDeEquip<T>(T slot = default) where T : IEquipmentSlot;
bool TryUseEquip<T>(T slot = default) where T : IEquipmentSlot;
bool TryUseEquip(IEquipmentSlot slot);
}
}

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@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
namespace BITFALL.Combat
{
public interface IMeleeCombat
{
void HitStun();
}
}

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@@ -7,10 +7,7 @@ namespace BITFALL.Player.Inventory
{
public interface IPlayerInventory
{
bool TryUseItem(IBasicItem item);
event Func<IBasicItem, bool> OnUseItem;
bool TryUseItemCustom(IBasicItem item);
event Func<IBasicItem, bool> OnUseItemCustom;
}
}

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@@ -3,25 +3,26 @@ using Unity.Mathematics;
namespace BITFALL.Player.Movement
{
public interface IPlayerMovementState{}
public interface IPlayerRunState:IPlayerMovementState{}
public interface IPlayerWalkState:IPlayerMovementState{}
public interface IPlayerVaultState:IPlayerMovementState{}
public interface IPlayerClimbState:IPlayerMovementState{}
public interface IPlayerRunState{}
public interface IPlayerWalkState{}
public interface IPlayerVaultState{}
public interface IPlayerClimbState{}
public interface IPlayerLinkState : IPlayerMovementState
public interface IPlayerLinkState
{
public int LinkArea { get; }
}
public interface IPlayerCrouchState:IPlayerMovementState{}
public interface IPlayerSprintState:IPlayerMovementState{}
public interface IPlayerKnockdownState:IPlayerMovementState{}
public interface IPlayerSlideState:IPlayerMovementState{}
public interface IPlayerParachuteState:IPlayerMovementState{}
public interface IPlayerCrouchState{}
public interface IPlayerSprintState{}
public interface IPlayerKnockdownState{}
public interface IPlayerSlideState{}
public interface IPlayerParachuteState{}
public interface IPlayerDodgeState{}
/// <summary>
/// Fixed state is a state that is not affected by movement input,like drive a car or ride a bike or sit on a chair
/// </summary>
public interface IPlayerFixedState : IPlayerMovementState
public interface IPlayerFixedState
{
public object FixedObject { get; }
public float3 FixedPosition { get; }

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@@ -0,0 +1,17 @@
{
"name": "BITFALL.Props",
"rootNamespace": "",
"references": [
"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
"GUID:f6155d9ae143f3949ac54e8355593d6c"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}