BITFALL/Assets/Artists/Scripts/Equip/BasicWeaponController.cs

82 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Animancer;
using BITKit;
using BITKit.Entities;
using BITKit.StateMachine;
using Cysharp.Threading.Tasks;
using UnityEngine;
// ReSharper disable UnassignedField.Global
namespace BITFALL.Entities.Equipment
{
public abstract class BasicWeaponController:MonoBehaviour , IEquipBase
{
[SerializeField] internal AssetableItem assetableItem;
[SerializeField] internal AnimancerComponent animancerComponent;
[SerializeField] internal Renderer[] renderers;
[Inject]
protected InputActionGroup inputActionGroup;
public virtual bool IsEntered { get; set; }
public virtual void Entry()
{
foreach (var x in renderers)
{
x.enabled = true;
}
}
public virtual UniTask EntryAsync()
{
return UniTask.CompletedTask;
}
public virtual void Entered()
{
}
public virtual void Exit()
{
}
public virtual UniTask ExitAsync()
{
return UniTask.CompletedTask;
}
public virtual void Exited()
{
foreach (var x in renderers)
{
x.enabled = false;
}
animancerComponent.Stop();
}
public virtual void OnAwake()
{
foreach (var x in renderers)
{
x.enabled = false;
}
}
public virtual void OnStart()
{
}
public virtual void OnUpdate(float deltaTime)
{
}
public virtual string AddressablePath => assetableItem.AddressablePath;
public virtual IEntity Entity { get; set; }
public virtual IBasicItem Item { get; set; }
public virtual bool IsSupportItem(IBasicItem item)=>item is not null && item.AddressablePath == AddressablePath;
public virtual void PlayAudio(string audioName)
{
}
}
}