59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace BITKit.Entities
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{
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public class EntityCharacter : EntityComponent
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{
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[Header(Constant.Header.Components)]
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public List<Renderer> fpvRenderer = new();
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public List<Renderer> tpvRenderer = new();
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[Header(Constant.Header.Reference)]
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[SerializeReference, SubclassSelector] public References _isAlive;
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[SerializeReference, SubclassSelector] public References _getDamage;
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public override void OnStart()
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{
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entity.AddListener<bool>(nameof(OnSetAlive), OnSetAlive);
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entity.AddListener<int>(nameof(OnSetHP), OnSetHP);
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}
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public override void OnSpawn()
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{
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if (isLocalPlayer)
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{
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OnSetAlive(true);
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}
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else
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{
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SetFPV(false);
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}
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}
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public override void OnDespawn()
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{
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SetFPV(false);
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}
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void OnSetAlive(bool alive)
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{
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SetFPV(isLocalPlayer ? alive : false);
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}
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void OnSetHP(int hp)
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{
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entity.Invoke<string>(Constant.Animation.Play, _getDamage);
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}
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void SetFPV(bool isFpv)
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{
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var shadowMode = isFpv ?
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ShadowCastingMode.ShadowsOnly :
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ShadowCastingMode.On;
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foreach (var x in fpvRenderer)
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{
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x.enabled = isFpv;
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}
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foreach (var x in tpvRenderer)
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{
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x.shadowCastingMode = shadowMode;
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}
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}
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}
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} |