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