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