using System.Collections; using System.Collections.Generic; using BITFALL.Entities.Equipment; using BITFALL.Items; using BITKit; using BITKit.Entities; using UnityEngine; namespace BITFALL.Player.Equip { public class TacticsController : EntityBehavior { [Inject] private IEntityEquipmentContainer _equipmentContainer; [SerializeField] private Transform throwPoint; [SerializeField] private int throwForce; public override void OnStart() { base.OnStart(); UnityEntity.AddListener(Constant.Animation.OnEvent, OnAnimationEvent); } private void OnAnimationEvent(string value) { if (value is not BITConstant.Player.Tactics) return; if (_equipmentContainer.Equipment.TryGetValue(new EquipmentAsTactics(), out var item) is false) return; if (_equipmentContainer.TryUseEquip() is false) return; ThrowController.Throw(throwPoint,throwForce,item); } } }