using System.Collections; using System.Collections.Generic; using System.Runtime.Remoting; using BITFALL.Entities.Equipment; using BITFALL.Player.Movement; using BITKit; using BITKit.Entities; using Cysharp.Threading.Tasks; using UnityEngine; using IEntity = BITKit.Core.Entites.IEntity; namespace BITFALL.Guns { public class BITUmbrella : MonoBehaviour,IEquipBase { [SerializeField] private AssetableItem assetableItem; [SerializeField] private float damping = 1f; [Inject] private IEntityMovement _playerMovement; public bool IsEntered { get; set; } public void Entry() { } public UniTask EntryAsync() { return UniTask.CompletedTask; } public void Exit() { } public UniTask ExitAsync() { return UniTask.CompletedTask; } public void OnAwake() { Entity.Inject(this); } public void OnStart() { } public void OnUpdate(float deltaTime) { _playerMovement.ExecuteCommand(new PlayerAddGravityDampingCommand() { Damping = damping, }); } public string AddressablePath =>assetableItem.AddressablePath; public IEntity Entity { get; set; } public IBasicItem Item { get; set; } public bool IsSupportItem(IBasicItem item) { return item is not null && item.GetAssetable().AddressablePath == AddressablePath; } public void PlayAudio(string name) { } } }