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