Files
Cielonos/Assets/Scripts/MainGame/Items/Base/MainWeaponBase.cs
SoulliesOfficial 649b7a5ddc 更新
2026-05-23 08:27:50 -04:00

163 lines
3.5 KiB
C#

using System.Collections.Generic;
using Cielonos.MainGame.Characters;
using Cielonos.MainGame.UI;
using Sirenix.OdinInspector;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.Inventory
{
public abstract partial class MainWeaponBase : ItemBase
{
[TitleGroup("Data")]
public BaseAnimationGroup baseAnimationGroup;
[TitleGroup("Data")]
public AttributeData activeAttributeData;
}
public partial class MainWeaponBase
{
[HideInEditorMode]
[TitleGroup("Submodules")]
public AttributeSubmodule activeAttributeSm;
}
public partial class MainWeaponBase
{
[TitleGroup("UI")]
public GameObject extraUIContainerPrefab;
[TitleGroup("UI")]
protected MainWeaponExtraUIContainer extraUIContainer;
}
public partial class MainWeaponBase
{
public override void Initialize()
{
base.Initialize();
if (activeAttributeData != null) activeAttributeSm = new AttributeSubmodule(this, activeAttributeData);
}
public virtual void OnEquipped()
{
RegisterFuncAnims();
// Stop 和批处理生命周期已由 EquipMainWeapon 统一管理
baseAnimationGroup.SetUp(animationSc);
// 提交 RegisterFuncAnims + SetUp 积压的全部 clip 替换(仅 1 次 Rebind + 强制求值)
animationSc.FlushOverrideBatch();
activeAttributeSm?.RefreshAllModifiedAttributes();
SpawnViewObjects();
}
public virtual void OnUnequipped()
{
RemoveAllRegisteredFunctions();
activeAttributeSm?.RefreshAllModifiedAttributes();
DespawnViewObjects();
}
}
public partial class MainWeaponBase
{
protected override void Update()
{
if (player.inventorySc.equipmentSm.currentMainWeapon == this)
{
base.Update();
}
}
}
public partial class MainWeaponBase
{
[TitleGroup("Input Settings")]
public bool disablePrimaryPreinput;
public bool disableSecondaryPreinput;
public bool disableSpecialAPreinput;
public bool disableSpecialBPreinput;
public bool disableSpecialCPreinput;
public virtual void OnPrimaryPress()
{
}
public virtual void OnPrimaryHold()
{
}
public virtual void OnPrimaryRelease()
{
}
public virtual void OnSecondaryPress()
{
}
public virtual void OnSecondaryHold()
{
}
public virtual void OnSecondaryRelease()
{
}
public virtual void OnSpecialAPress()
{
}
public virtual void OnSpecialAHold()
{
}
public virtual void OnSpecialARelease()
{
}
public virtual void OnSpecialBPress()
{
}
public virtual void OnSpecialBHold()
{
}
public virtual void OnSpecialBRelease()
{
}
public virtual void OnSpecialCPress()
{
}
public virtual void OnSpecialCHold()
{
}
public virtual void OnSpecialCRelease()
{
}
}
public partial class MainWeaponBase
{
}
}