Files
Cielonos/Assets/Scripts/MainGame/Items/Base/MainWeaponBase.cs
2025-12-22 18:36:29 -05:00

134 lines
3.1 KiB
C#

using Cielonos.MainGame.Characters;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using UnityEngine;
namespace Cielonos.MainGame.Inventory
{
public abstract partial class MainWeaponBase : ItemBase
{
public BaseAnimationGroup baseAnimationGroup;
}
public partial class MainWeaponBase
{
public virtual void OnEquipped()
{
baseAnimationGroup.SetUp(animationSc);
}
public virtual void OnUnequipped()
{
RemoveAllRegisteredFunctions();
}
}
public partial class MainWeaponBase
{
protected Transform muzzle => viewObject.functionalParts["Muzzle"].transform;
}
public partial class MainWeaponBase
{
public bool disablePrimaryPreinput;
public bool disableSecondaryPreinput;
public bool disableSpecialAPreinput;
public bool disableSpecialBPreinput;
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 partial class MainWeaponBase
{
protected void Swing(string swingAudio, string feedBackName)
{
if (!string.IsNullOrEmpty(swingAudio))
{
audioContainer.PlaySoundFX(swingAudio, null, true);
}
feedbackSc[feedBackName].Play();
}
protected void Swing(string swingAudio, string feedBackName, Vector3 swingRotation, Vector3 swingVelocity = default)
{
if (!string.IsNullOrEmpty(swingAudio))
{
audioContainer.PlaySoundFX(swingAudio, null, true);
}
MMF_CinemachineRotation cinemachineRotation = feedbackSc[feedBackName].feedback.GetFeedbackOfType<MMF_CinemachineRotation>();
if (cinemachineRotation != null)
{
cinemachineRotation.RotationAmplitude = swingRotation != default ? swingRotation : Vector3.zero;
}
MMF_CinemachineImpulse cinemachineImpulse = feedbackSc[feedBackName].feedback.GetFeedbackOfType<MMF_CinemachineImpulse>();
if (cinemachineImpulse != null)
{
cinemachineImpulse.Velocity = swingVelocity != default ? swingVelocity : Vector3.zero;
}
feedbackSc[feedBackName].Play();
}
}
}