123 lines
4.7 KiB
C#
123 lines
4.7 KiB
C#
using System;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters
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{
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public partial class PlayerOperationSubcontroller : SubcontrollerBase<Player>
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{
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public Player player => owner;
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public bool isOverridingMainWeaponPress;
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public override void Initialize()
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{
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base.Initialize();
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isOverridingMainWeaponPress = false;
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}
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}
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public partial class PlayerOperationSubcontroller
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{
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public event Action OnInteract;
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public event Action<Vector3, float> OnDash;
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public event Action<float> OnDodge;
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public event Action OnLockOnTarget;
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public event Action OnWalkPress;
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public event Action OnWalkRelease;
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public event Action OnMainWeaponPrimaryPress;
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public event Action OnMainWeaponPrimaryRelease;
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public event Action OnMainWeaponSecondaryPress;
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public event Action OnMainWeaponSecondaryRelease;
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public event Action OnMainWeaponSpecialAPress;
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public event Action OnMainWeaponSpecialARelease;
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public event Action OnMainWeaponSpecialBPress;
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public event Action OnMainWeaponSpecialBRelease;
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public event Action OnMainWeaponSpecialCPress;
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public event Action OnMainWeaponSpecialCRelease;
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public event Action<int> OnSwitchMainWeapon;
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public event Action OnOpenMainWeaponRoulette;
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public event Action OnCloseMainWeaponRoulette;
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public event Action OnFastSwitchMainWeapon;
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public event Action OnReload;
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public event Action OnUseConsumableItem;
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public event Action OnSupportEquipment0Press;
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public event Action OnSupportEquipment0Release;
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public event Action OnSupportEquipment1Press;
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public event Action OnSupportEquipment1Release;
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public event Action OnSupportEquipment2Press;
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public event Action OnSupportEquipment2Release;
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public event Action OnSupportEquipment3Press;
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public event Action OnSupportEquipment3Release;
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}
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public partial class PlayerOperationSubcontroller
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{
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public void Interact() => OnInteract?.Invoke();
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public void Dash(Vector3 direction, float length = -1) => OnDash?.Invoke(direction, length);
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public void Dodge(float length = -1) => OnDodge?.Invoke(length);
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public void LockOnTarget() => OnLockOnTarget?.Invoke();
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public void WalkPress() => OnWalkPress?.Invoke();
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public void WalkRelease() => OnWalkRelease?.Invoke();
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public void MainWeaponPrimaryPress() => OnMainWeaponPrimaryPress?.Invoke();
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public void MainWeaponPrimaryRelease() => OnMainWeaponPrimaryRelease?.Invoke();
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public void MainWeaponSecondaryPress() => OnMainWeaponSecondaryPress?.Invoke();
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public void MainWeaponSecondaryRelease() => OnMainWeaponSecondaryRelease?.Invoke();
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public void MainWeaponSpecialAPress() => OnMainWeaponSpecialAPress?.Invoke();
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public void MainWeaponSpecialARelease() => OnMainWeaponSpecialARelease?.Invoke();
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public void MainWeaponSpecialBPress() => OnMainWeaponSpecialBPress?.Invoke();
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public void MainWeaponSpecialBRelease() => OnMainWeaponSpecialBRelease?.Invoke();
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public void MainWeaponSpecialCPress() => OnMainWeaponSpecialCPress?.Invoke();
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public void MainWeaponSpecialCRelease() => OnMainWeaponSpecialCRelease?.Invoke();
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public void SwitchMainWeapon(int direction) => OnSwitchMainWeapon?.Invoke(direction);
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public void OpenMainWeaponRoulette() => OnOpenMainWeaponRoulette?.Invoke();
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public void CloseMainWeaponRoulette() => OnCloseMainWeaponRoulette?.Invoke();
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public void FastSwitchMainWeapon() => OnFastSwitchMainWeapon?.Invoke();
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public void Reload() => OnReload?.Invoke();
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public void UseConsumableItem() => OnUseConsumableItem?.Invoke();
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public void SupportEquipment0Press() => OnSupportEquipment0Press?.Invoke();
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public void SupportEquipment0Release() => OnSupportEquipment0Release?.Invoke();
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public void SupportEquipment1Press() => OnSupportEquipment1Press?.Invoke();
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public void SupportEquipment1Release() => OnSupportEquipment1Release?.Invoke();
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public void SupportEquipment2Press() => OnSupportEquipment2Press?.Invoke();
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public void SupportEquipment2Release() => OnSupportEquipment2Release?.Invoke();
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public void SupportEquipment3Press() => OnSupportEquipment3Press?.Invoke();
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public void SupportEquipment3Release() => OnSupportEquipment3Release?.Invoke();
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}
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} |