118 lines
4.3 KiB
C#
118 lines
4.3 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>, IPlayerSubcontroller
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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> OnDash;
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public event Action 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 OnMainWeaponPrimaryHold;
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public event Action OnMainWeaponPrimaryRelease;
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public event Action OnMainWeaponSecondaryPress;
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public event Action OnMainWeaponSecondaryHold;
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public event Action OnMainWeaponSecondaryRelease;
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public event Action OnMainWeaponTertiaryPress;
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public event Action OnMainWeaponTertiaryHold;
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public event Action OnMainWeaponTertiaryRelease;
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public event Action OnMainWeaponQuaternaryPress;
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public event Action OnMainWeaponQuaternaryHold;
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public event Action OnMainWeaponQuaternaryRelease;
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public event Action<float> 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 OnUseSupportEquipment0Press;
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public event Action OnUseSupportEquipment1Press;
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public event Action OnUseSupportEquipment2Press;
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public event Action OnUseSupportEquipment3Press;
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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) => OnDash?.Invoke(direction);
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public void Dodge() => OnDodge?.Invoke();
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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 MainWeaponPrimaryHold() => OnMainWeaponPrimaryHold?.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 MainWeaponSecondaryHold() => OnMainWeaponSecondaryHold?.Invoke();
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public void MainWeaponSecondaryRelease() => OnMainWeaponSecondaryRelease?.Invoke();
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public void MainWeaponSpecialAPress() => OnMainWeaponTertiaryPress?.Invoke();
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public void MainWeaponTertiaryHold() => OnMainWeaponTertiaryHold?.Invoke();
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public void MainWeaponSpecialARelease() => OnMainWeaponTertiaryRelease?.Invoke();
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public void MainWeaponSpecialBPress() => OnMainWeaponQuaternaryPress?.Invoke();
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public void MainWeaponQuaternaryHold() => OnMainWeaponQuaternaryHold?.Invoke();
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public void MainWeaponSpecialBRelease() => OnMainWeaponQuaternaryRelease?.Invoke();
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public void SwitchMainWeapon(float 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 UseSupportEquipment0() => OnUseSupportEquipment0Press?.Invoke();
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public void UseSupportEquipment1() => OnUseSupportEquipment1Press?.Invoke();
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public void UseSupportEquipment2() => OnUseSupportEquipment2Press?.Invoke();
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public void UseSupportEquipment3() => OnUseSupportEquipment3Press?.Invoke();
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}
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} |