714 lines
25 KiB
C#
714 lines
25 KiB
C#
using System;
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using System.Linq;
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using BITFALL.Guns.Modify;
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using BITFALL.Guns.States;
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using BITFALL.Player.Equip;
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using BITFALL.Player.Movement;
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using UnityEngine;
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using BITKit;
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using BITKit.Entities;
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using BITKit.Entities.Melee;
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using UnityEngine.InputSystem;
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using BITKit.StateMachine;
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using Cysharp.Threading.Tasks;
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using Unity.Mathematics;
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using UnityEngine.InputSystem.Interactions;
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using Random = UnityEngine.Random;
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#if UNITY_EDITOR
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#endif
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namespace BITFALL.Guns
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{
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public interface IGunState : IState { }
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[System.Serializable]
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public abstract class GunState : IGunState
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{
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public BITGun root;
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[Inject]
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protected IEntityMovement _entityMovement;
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public bool Enabled { get;set; }
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public virtual void Initialize()
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{
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root.Entity.Inject(this);
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_entityMovement.OnStateChanged += OnMovementStateChanged;
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}
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public virtual void OnStateEntry(IState old)
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{
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}
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public virtual void OnStateExit(IState old, IState newState)
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{
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}
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public virtual void OnStateUpdate(float deltaTime)
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{
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}
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public virtual void OnMovementStateChanged(IEntityMovementState old, IEntityMovementState newState)
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{
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}
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public virtual void AnimationEvent(string name)
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{
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}
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}
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[System.Serializable]
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public class GunStateMachine : MonoStateMachine<GunState> { }
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public class BITGun : BITEquipBase<GunState>
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{
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[RuntimeInitializeOnLoadMethod]
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private static void Reload()
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{
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_token =(uint)(uint.MaxValue * Random.value);
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}
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public static uint Token => _token += 1;
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private static uint _token;
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//简单设置
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[Header(Constant.Header.Settings)]
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[SerializeField] private Vector3 bulletInitialOffset;
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[SerializeField] private SpringEulerAngle recoilSpring=new();
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[SerializeField] private float recoilPositionWeight=1;
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[Header(Constant.Header.Gameobjects)]
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[SerializeField] private Transform initialSight;
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[SerializeField] private Optional<Transform> newSight;
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[Header(nameof(Optional<GameObject>))]
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[SerializeField] private Optional<LocationAdditive> breathingAdditive;
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// 输入系统
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[Header(Constant.Header.Input)]
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[SerializeField] internal InputActionReference fireAction;
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[SerializeField] internal InputActionReference aimAction;
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[SerializeField] internal InputActionReference reloadAction;
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[SerializeField] internal InputActionReference meleeAction;
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[SerializeField] internal InputActionReference steadyAimAction;
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[SerializeField] internal InputActionReference inspectAction;
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[Header(Constant.Header.HotFix)]
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[SerializeField] private Transform cameraView;
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// 引用组件
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[Header(Constant.Header.Components)]
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[SerializeField] private LocationAdditive locationAdditive;
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[SerializeField] private LocationAdditive selfViewAdditive;
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// 引用预制体
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[Header(Constant.Header.Prefabs)]
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// 内部变量burst
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[Header(Constant.Header.InternalVariables)]
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public ExpectState<bool> expectFiring;
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public ExpectState<bool> expectAiming;
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internal readonly IntervalUpdate fireInterval = new(0.32f);
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internal readonly IntervalUpdate burstFireInterval = new(0.1f);
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internal int burstFireCount;
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[Inject]
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private IEntityMovement _movement;
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[Inject]
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private IPlayerMovement _playerMovement;
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[Inject]
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private IHealth _health;
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[Inject] private IEquipService _equipService;
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internal AssetableGun _gun=>item as AssetableGun;
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private bool isHolstered;
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private bool isSteadyAim;
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private readonly DoubleBuffer<int> cacheRounds = new();
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private readonly Optional<Vector3> _fixAimPosition = new();
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public bool RequireBolt { get; set; }
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#region 接口实现
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public override string AddressablePath => _gun.AddressablePath;
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#endregion
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public override void OnAwake()
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{
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base.OnAwake();
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inputActionGroup.RegisterCallback(fireAction, OnFire);
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inputActionGroup.RegisterCallback(aimAction, OnAim);
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inputActionGroup.RegisterCallback(reloadAction, OnReload);
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inputActionGroup.RegisterCallback(meleeAction, OnMelee);
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if (inspectAction is not null)
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inputActionGroup.RegisterCallback(inspectAction, OnInspect);
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if (breathingAdditive.Allow)
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inputActionGroup.RegisterCallback(steadyAimAction, OnSteadyAim);
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_movement.OnStateChanged += OnMovementStateChanged;
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//_movement.OnCommand += OnMovementCommand;
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animator[0].onStateExit += (state) => { isHolstered = state is BITConstant.Player.Holster; };
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BITAppForUnity.AllowCursor.AddListener(OnAllowCursor);
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destroyCancellationToken.Register(() => { BITAppForUnity.AllowCursor.RemoveListener(OnAllowCursor); });
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}
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private void OnInspect(InputAction.CallbackContext obj)
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{
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switch (obj)
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{
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case {interaction:PressInteraction, performed: true} when CurrentState is Movement:
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animator.Play(BITConstant.Player.Inspect);
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break;
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}
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}
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private void OnAllowCursor(bool allow)
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{
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if (!allow) return;
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expectFiring.Reset();
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expectAiming.Reset();
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}
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private void OnSteadyAim(InputAction.CallbackContext obj)
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{
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switch (obj)
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{
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case { interaction: PressInteraction, performed: true } when CurrentState is Aim:
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isSteadyAim = true;
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break;
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case { interaction: PressInteraction, canceled: true }:
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isSteadyAim = false;
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break;
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}
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}
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// private void OnMovementCommand(object obj)
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// {
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// switch (obj)
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// {
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// case OnPlayerJumpCommand:
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// animator.Play("Jump");
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// break;
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// }
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// }
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private void OnMelee(InputAction.CallbackContext obj)
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{
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switch (CurrentState)
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{
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case Equip:
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case Melee:
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return;
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}
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TransitionState<Melee>();
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}
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private void OnReload(InputAction.CallbackContext obj)
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{
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if (obj.JustPressed() is false) return;
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switch (CurrentState)
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{
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case Equip:
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case Melee:
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return;
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}
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if (Item?.TryGetProperty<IClip>(out var clip) is false)
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{
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_uxPopup?.Popup("<color=yellow>机匣损坏或不存在</color>");
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return;
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}
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if (_inventory.TryGetItem(IsClipReady, out var clipItem) is false)
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{
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_uxPopup?.Popup("<color=yellow>没有兼容的弹夹</color>");
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return;
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}
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TransitionState<Reload>();
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}
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public override void Entry()
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{
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base.Entry();
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_movement.ExecuteCommand(new PlayerLimitMoveSpeedCommand()
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{
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Id = BITHash.Player.Equip,
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Limit = true,
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Speed = _gun.InitialMovementSpeed
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});
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}
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private bool IsClipReady(IBasicItem clip)
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{
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if(Item.TryGetProperty<IClip>(out var _clip) is false) return false;
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if(clip.AddressablePath != _clip.AddressablePath) return false;
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if(clip.TryGetProperty<IClip>(out var _clipItem) is false) return false;
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return _clipItem.Remaining > 0;
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}
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private void OnMovementStateChanged(IEntityMovementState arg1, IEntityMovementState arg2)
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{
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if (IsEntered is false) return;
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foreach (var x in StateDictionary.Values)
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{
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x.OnMovementStateChanged(arg1,arg2);
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}
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}
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public override void Exit()
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{
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base.Exit();
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if (Item.TryGetProperty<IClip>(out var clip) && cacheRounds.TryGetRelease(out var rounds))
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{
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clip.Remaining = rounds;
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}
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cacheRounds.Clear();
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}
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public override UniTask EntryAsync()
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{
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base.EntryAsync();
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isHolstered = false;
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inputActionGroup.allowInput.AddElement(this);
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expectFiring.Reset();
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Enabled = true;
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fireInterval.Interval = 1f / _gun.FireMode.FireRate;
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fireInterval.Reset();
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if (_gun.FireMode is BurstFireMode burstFireMode)
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{
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burstFireInterval.Interval = burstFireMode.BurstFireInterval;
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burstFireInterval.Reset();
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}
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TransitionState<Equip>();
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return UniTask.CompletedTask;
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}
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public override async UniTask ExitAsync()
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{
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TransitionState<Holster>();
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_movement.ExecuteCommand(new PlayerFocusCommand()
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{
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Focus = false,
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Sender = this
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});
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_equipService.AllowAttack = false;
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inputActionGroup.allowInput.RemoveElement(this);
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expectFiring.Reset();
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cameraView.localPosition = default;
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try
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{
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while (_health.IsAlive && isHolstered is false)
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{
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destroyCancellationToken.ThrowIfCancellationRequested();
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_equipService.Zoom.Value = Mathf.MoveTowards(_equipService.Zoom.Value,0,Time.deltaTime);
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await UniTask.NextFrame();
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}
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_equipService.Zoom.Allow = false;
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destroyCancellationToken.ThrowIfCancellationRequested();
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_equipService.Stable = 1;
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await base.ExitAsync();
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}
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catch (OperationCanceledException)
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{
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}
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}
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public override void Exited()
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{
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base.Exited();
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_movement.ExecuteCommand(new PlayerLimitMoveSpeedCommand()
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{
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Id = BITHash.Player.Equip,
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Limit = false,
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Speed = _gun.InitialMovementSpeed
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});
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}
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public override void OnUpdate(float deltaTime)
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{
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UpdateState(deltaTime);
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switch (_gun.FireMode)
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{
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case AutoFireMode:
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break;
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case SemiFireMode:
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break;
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case BurstFireMode when expectFiring.being:
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expectFiring.shouldBe = fireAction.action.WasPressedThisFrame();
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if(burstFireInterval.AllowUpdate)
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{
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switch (AnimationProperties.TryGetValue(BITConstant.Player.AllowFire, out var allowFire))
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{
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case false:
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case true when allowFire >0.9f:
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Fire();
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break;
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}
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}
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break;
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}
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_movement.ExecuteCommand(new PlayerFocusCommand()
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{
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Focus = recoilSpring.value.GetLength() > 0.1f,
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Sender = this
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});
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animator.animator.SetBool((int)BITHash.Player.IsGrounded,_movement.IsGrounded);
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animator.animator.SetBool((int)BITHash.Player.IsCrouched,_movement.CurrentState is IPlayerCrouchState or IPlayerSlideState);
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animator.animator.SetBool((int)BITHash.Player.Cancel,
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recoilSpring.value.GetLength()>0.1f);
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animator.animator.SetFloat((int)BITHash.Player.Aim,_equipService.Zoom.Value);
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animator.animator.SetFloat(BITConstant.Player.SqrMagnitude,
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math.clamp(
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_movement.LocomotionBasedVelocity.sqrMagnitude
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,0,1
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)
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);
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recoilSpring.Update(deltaTime,default);
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if (_gun.TryGetProperty<IRecoil>(out var recoil))
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{
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locationAdditive.AddEuler(Vector3.Scale(recoilSpring.value,recoil.ViewRecoilScale) );
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}
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if (selfViewAdditive)
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{
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var positionWeight = recoilPositionWeight;
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if (AnimationProperties.TryGetValue(BITConstant.Player.Aim, out var aim))
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{
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positionWeight *= Mathf.Lerp(2, 1, aim);
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}
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selfViewAdditive.AddEuler(recoilSpring.value);
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selfViewAdditive.AddPosition(
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new Vector3(
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recoilSpring.value.y,
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-recoilSpring.value.x,
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recoilSpring.value.z
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) *
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positionWeight
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);
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}
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if(AnimationProperties.TryGetValue(BITConstant.Player.Aim, out var _aim))
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{
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_equipService.Zoom.Allow = CurrentState is Aim;
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_equipService.Zoom.Value =Mathf.Lerp(1,_gun.InitialAimZoom, _aim);
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_equipService.AllowScope = _aim > 0.5f && _gun.IsScopeAim;
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_equipService.Aim = _aim;
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if (breathingAdditive.Allow)
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{
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var breatheFrequency = 0.5f; // 呼吸的频率,值越大呼吸越快
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var breatheAmplitude = 0.005f; // 呼吸的幅度,即准星上下移动的最大距离
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if (_playerMovement.Stamina <= 8)
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{
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breatheFrequency = 8;
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breatheAmplitude = 0.1f;
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}
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var breatheOffset = Mathf.Sin(Time.time * breatheFrequency) * breatheAmplitude;
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if (isSteadyAim)
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{
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if (_playerMovement.Stamina > 0)
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{
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_playerMovement.Stamina -= 16 * deltaTime;
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breatheOffset *= 0.16f;
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}
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else
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{
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isSteadyAim = false;
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}
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}
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else
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{
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breatheOffset *= _aim;
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}
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_playerMovement.AddViewEuler(new float2(breatheOffset, breatheOffset));
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}
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if (newSight.Allow)
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{
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transform.localPosition = Vector3.Lerp(default, _fixAimPosition.Value, _aim);
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}
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else
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{
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transform.localPosition = default;
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}
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}
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if (AnimationProperties.TryGetValue(BITConstant.Player.Stable, out var stable))
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{
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_equipService.Stable = stable;
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}
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if(AnimationProperties.TryGetValue(BITConstant.Player.AllowFire, out var _allowFire))
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{
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_equipService.AllowAttack = _allowFire > 0.9f;
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}
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//AllowRendering.SetDisableElements(64564,_equipService.AllowScope);
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expectAiming.shouldBe = inputActionGroup.GetAction(aimAction).IsPressed();
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}
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public override void AnimationEvent(string eventName)
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{
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if (IsEntered is false) return;
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base.AnimationEvent(eventName);
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CurrentState?.AnimationEvent(eventName);
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if (Item.TryGetProperty<IClip>(out var clip)
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&& _inventory.TryGetItem(IsClipReady, out var clipItem)
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&& clipItem.TryGetProperty<IClip>(out var nextClip)
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)
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switch (eventName)
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{
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case BITConstant.Player.EjectClip:
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if(clip.Remaining <= 0) break;
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cacheRounds.Release(clip.Remaining);
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clip.Remaining = 0;
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break;
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case BITConstant.Player.InsertClip:
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cacheRounds.TryGetRelease(out var current);
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var newRound = nextClip.Remaining;
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var swapClipClone = nextClip.Clone().As<IClip>();
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var swapClip = clipItem.Clone().As<IBasicItem>();
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swapClipClone.Remaining = current;
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if (swapClip.TrySetProperty(swapClipClone) is false || _inventory.TrySetItem(swapClip) is false)
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{
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_uxPopup?.Popup("<color=yellow>弹匣回收失败</color>");
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clip.Remaining = current;
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break;
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}
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else
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{
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clip.Remaining = newRound;
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}
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// var newRound = Mathf.Clamp(current + nextClip.Remaining, 0,int.MaxValue);
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//
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// newRound = nextClip.Remaining;
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//
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// var newClipItem = clipItem.Clone() as IBasicItem;
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// nextClip = nextClip.Clone().As<IClip>();
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//
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// if(newRound>clip.Capacity)
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// {
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// newRound = clip.Capacity;
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// nextClip.Remaining = current + nextClip.Remaining - clip.Capacity;
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// }
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// else
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// {
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// nextClip.Remaining = 0;
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// }
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// if(newRound == 0)
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// {
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// _uxPopup?.Popup("<color=yellow>空弹匣</color>");
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// break;
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// }
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//
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// newClipItem!.TrySetProperty(nextClip);
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//
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// if (_inventory.TrySetItem(newClipItem))
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// {
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// clip.Remaining = newRound;
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// }
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// else
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// {
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// clip.Remaining = current;
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// _uxPopup?.Popup("<color=yellow>弹匣回收失败</color>");
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// }
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break;
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}
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}
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public void Fire()
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{
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if (RequireBolt) return;
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if (Item.TryGetProperty<IClip>(out var clip))
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{
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if (clip.Remaining <= 0)
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{
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return;
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}
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else
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{
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clip.Remaining--;
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}
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}
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//播放射击动画
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UnityEntity.Invoke(Constant.Animation.Play, BITConstant.Player.Fire);
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if (_gun.BuckShot.Allow)
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{
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InternalAddRecoil();
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for (int i = 0; i < _gun.BuckShot.Value; i++)
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{
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|
InternalFire();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
InternalFire();
|
|
InternalAddRecoil();
|
|
}
|
|
|
|
|
|
//开火模式逻辑判断
|
|
switch (_gun.FireMode)
|
|
{
|
|
case AutoFireMode:
|
|
break;
|
|
case SemiFireMode:
|
|
//如果是半自动开火,则取消射击
|
|
expectFiring.Reset();
|
|
break;
|
|
case BurstFireMode burstFireMode:
|
|
burstFireCount++;
|
|
expectFiring.being = true;
|
|
if(burstFireCount > burstFireMode.BurstRound)
|
|
{
|
|
burstFireCount = 0;
|
|
expectFiring.Reset();
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (_gun.FireMode is SemiFireMode {RequireBoltAction:true})
|
|
{
|
|
RequireBolt = true;
|
|
}
|
|
}
|
|
|
|
private void InternalFire()
|
|
{
|
|
//调用BulletManager生成子弹
|
|
var _transform = transform;
|
|
var rotation =_movement.ViewRotation;
|
|
var position = _movement.Position;
|
|
position.y = _transform.position.y;
|
|
var random = UnityEngine.Random.insideUnitCircle;
|
|
if (_gun.TryGetProperty<ISpread>(out var spread))
|
|
{
|
|
random *= spread.Spread;
|
|
}
|
|
if(AnimationProperties.TryGetValue(BITConstant.Player.Aim, out var aim))
|
|
{
|
|
random *= Mathf.Lerp(_gun.InitialHipFireSpread,1,aim);
|
|
}
|
|
random *= recoilSpring.value.GetLength();
|
|
BulletService.Spawn(new SpawnBullet
|
|
{
|
|
Token = Token,
|
|
Initiator = Entity.Id,
|
|
//Position = (_transform.position+rotation * bulletInitialOffset),
|
|
//Rotation = rotation,
|
|
Position = position,
|
|
Rotation = rotation,
|
|
Forward = rotation * (Vector3.forward + Vector3.up * random.y + Vector3.right * random.x),
|
|
InitialDamage = _gun.InitialDamage,
|
|
StartSpeed = _gun.InitialBulletSpeed,
|
|
InitialForce = _gun.InitialBulletForce,
|
|
});
|
|
}
|
|
|
|
private void InternalAddRecoil()
|
|
{
|
|
if (_gun.TryGetProperty<IRecoil>(out var _recoil))
|
|
{
|
|
var _newRecoil = new Vector3
|
|
{
|
|
x = _recoil.Recoil.x,
|
|
y = _recoil.Recoil.y.Random(),
|
|
z = _recoil.Recoil.z.Random()
|
|
};
|
|
recoilSpring.value = _newRecoil;
|
|
_playerMovement.AddViewEuler(new float2(_newRecoil.x,_newRecoil.y));
|
|
}
|
|
}
|
|
private void OnFire(InputAction.CallbackContext context)
|
|
{
|
|
//如果启用了指针则不开火
|
|
if(BITAppForUnity.AllowCursor)
|
|
{
|
|
expectFiring.Reset();
|
|
return;
|
|
}
|
|
switch (_gun.FireMode)
|
|
{
|
|
case AutoFireMode :
|
|
switch (context)
|
|
{
|
|
case {interaction:PressInteraction , started:true}:
|
|
expectFiring.shouldBe = true;
|
|
break;
|
|
case {interaction:PressInteraction , canceled:true}:
|
|
expectFiring.shouldBe = false;
|
|
break;
|
|
}
|
|
break;
|
|
case SemiFireMode:
|
|
switch (context)
|
|
{
|
|
case { interaction: PressInteraction, started: true } when fireInterval.AllowUpdateWithoutReset && RequireBolt is false:
|
|
expectFiring.shouldBe = true;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
private void OnAim(InputAction.CallbackContext context)
|
|
{
|
|
//如果启用了指针则不开火
|
|
if(BITAppForUnity.AllowCursor)
|
|
{
|
|
expectAiming.Reset();
|
|
return;
|
|
}
|
|
//expectAiming.shouldBe = context.ReadValueAsButton();
|
|
}
|
|
|
|
protected override void OnItemApplied(IBasicItem item)
|
|
{
|
|
base.OnItemApplied(item);
|
|
var aim = GetComponentInChildren<GunControllerAimComponent>();
|
|
newSight.Allow = aim;
|
|
if (aim)
|
|
{
|
|
newSight.Value = aim.transform;
|
|
var initialSightPos = Transform.InverseTransformPoint(initialSight.position);
|
|
var newSightPos = Transform.InverseTransformPoint(newSight.Value.position);
|
|
_fixAimPosition.SetValueThenAllow( (newSightPos -initialSightPos).x * Vector3.up);
|
|
|
|
}
|
|
else
|
|
{
|
|
_fixAimPosition.Clear();
|
|
}
|
|
}
|
|
}
|
|
// #if UNITY_EDITOR
|
|
// [CustomEditor(typeof(BITGun))]
|
|
// public class BITGunInspector:BITInspector<BITGun>{}
|
|
// #endif
|
|
} |