59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BITKit;
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using BITKit.Animations;
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using BITKit.StateMachine;
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using System.Linq;
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namespace BITKit.Entities
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{
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public interface IEquipBase : IEntryElement, IAwake, IStart, IUpdate
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{
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public const string _Equip = "Equip";
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string AddressablePath { get; }
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IEntity Entity { get; set; }
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void PlayAudio(string name);
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}
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public abstract class BITEquipBase<T> : StateBasedMonoBehaviour<T>, IEquipBase where T : IState
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{
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[Header(Constant.Header.Components)]
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public UnityAnimator animator;
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[Header(Constant.Header.InternalVariables)]
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protected IEntity entity;
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public IEntity Entity { get => entity; set => entity = value; }
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public virtual string AddressablePath => throw new System.NotImplementedException();
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public virtual void Entry() { }
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public virtual void Exit() { }
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public virtual void OnAwake() {Initialize();}
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public virtual void OnStart() { }
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public virtual void OnUpdate(float deltaTime) { }
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public virtual void PlayAudio(string name) { }
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}
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public class EntityEquipment : EntityComponent
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{
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public EntryGroup<IEquipBase> equips = new();
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protected IEquipBase entryComplete;
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public override void OnStart()
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{
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base.OnStart();
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equips.list = GetComponentsInChildren<IEquipBase>(true).ToList();
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foreach (var x in equips.list)
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{
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x.Entity = entity;
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x.OnAwake();
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}
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foreach (var x in equips.list)
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{
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x.OnStart();
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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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if (equips.TryGetEntried(out entryComplete))
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{
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entryComplete.OnUpdate(deltaTime);
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}
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}
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}
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} |