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33 行
1003 B
33 行
1003 B
using UnityEngine;
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using UnityEngine.AI;
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using UOP1.StateMachine;
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using UOP1.StateMachine.ScriptableObjects;
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[CreateAssetMenu(fileName = "IsAttackReloadedCondition", menuName = "State Machines/Conditions/Is Attack Reloaded")]
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public class IsAttackReloadedConditionSO : StateConditionSO
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{
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protected override Condition CreateCondition() => new IsAttackReloadedCondition();
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}
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public class IsAttackReloadedCondition : Condition
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{
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private float _startTime;
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private float _reloadDuration;
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public override void Awake(StateMachine stateMachine)
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{
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//TODO: Remove this. We don't need to rely on a timer hidden in the attack config of the weapon,
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//since our attacks depend on the lenght of the animation anyway
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_reloadDuration = stateMachine.gameObject.GetComponentInChildren<Attack>(true).AttackConfig.AttackReloadDuration;
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}
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public override void OnStateEnter()
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{
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_startTime = Time.time;
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}
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protected override bool Statement()
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{
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return Time.time >= _startTime + _reloadDuration;
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}
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}
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