using System.Collections; using System.Collections.Generic; using BITFALL.Entities; using BITFALL.Player.Equip; using BITFALL.Player.Movement; using BITKit; using BITKit.Animations; using BITKit.Entities; using UnityEngine; namespace BITFALL.Feel { public sealed class PlayerHandAnimations : EntityBehavior { [SerializeField] private UnityAnimator animator; [Inject] private IPlayerMovement _playerMovement; [Inject] private IKnockdown _knockdown; [Inject] private IEquipService _equipService; public override void OnStart() { _playerMovement.OnParachuteOpened += OnParachuteOpened; _playerMovement.OnParachuteClosed += OnParachuteClosed; //_knockdown.OnKnockdown += OnKnockdown; } public override void OnUpdate(float deltaTime) { base.OnUpdate(deltaTime); _equipService.AllowEquip.SetDisableElements(this,animator[0].stateName != BITConstant.Player.Idle); } private void OnKnockdown() { animator.Play("OnKnockdown"); } private void OnParachuteClosed() { animator.Play("OnParachuteClosed"); } private void OnParachuteOpened() { animator.Play("OnParachute"); } } }