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Assets/Artists/Scripts/Equip/AIEquipController.cs
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58
Assets/Artists/Scripts/Equip/AIEquipController.cs
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using System.Collections;
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using System.Collections.Generic;using BITFALL.Entities.Equipment;
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using BITKit;
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using BITKit.Entities;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using IEntity = BITKit.Core.Entites.IEntity;
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namespace BITFALL.Entities.Equipment
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{
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public class AIEquipController : MonoBehaviour,IEquipBase
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{
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[SerializeField] protected AssetableItem assetableItem;
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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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}
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public virtual UniTask EntryAsync()
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{
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return UniTask.CompletedTask;
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}
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public virtual void Exit()
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{
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}
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public virtual UniTask ExitAsync()
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{
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return UniTask.CompletedTask;
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}
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public virtual void OnAwake()
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{
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}
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public virtual void OnStart()
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{
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}
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public virtual void OnUpdate(float deltaTime)
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{
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}
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public string AddressablePath => assetableItem.AddressablePath;
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public IEntity Entity { get; set; }
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public Entity UnityEntity=>Entity as Entity;
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public IBasicItem Item { get; set; }
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public bool IsSupportItem(IBasicItem item) => item?.AddressablePath == AddressablePath;
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public void PlayAudio(string name)
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{
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}
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}
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}
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