asd
This commit is contained in:
@@ -10,33 +10,17 @@ public sealed partial class Dedugan : Component
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[Sync] private bool InAds { get; set; } = false;
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private AttachmentSlotResolver _resolver;
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// Автоматическая стрельба
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private bool _isShooting = false;
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private TimeSince _lastShootTime = 0f;
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void InventoryStart()
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{
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if (!Network.IsOwner) return;
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if ( !Network.IsOwner ) return;
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// Создаем инвентарь как компонент
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Inventory = GameObject.Components.GetOrCreate<Inventar>();
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_resolver = new AttachmentSlotResolver(Renderer.GetAttachmentObject);
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// Добавляем тестовые предметы (раскомментируйте для тестирования)
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var clothingItem = new InventoryItem
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{
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Definition = ResourceLibrary.Get<ClothingItemDefinition>("Items/Cloth/cloth_pijama.clitem")
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};
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Inventory.AddItem(clothingItem);
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var weaponItem = new InventoryItem
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{
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Definition = ResourceLibrary.Get<WeaponItemDefinition>("Items/pistol_test.weapon")
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};
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Inventory.AddItem(weaponItem);
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var ammoItem = new InventoryItem
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{
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Definition = ResourceLibrary.Get<AmmoItemDefinition>("Items/pistol_ammo.inv")
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};
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ammoItem.Count = 30;
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Inventory.AddItem(ammoItem);
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_resolver = new AttachmentSlotResolver( Renderer.GetAttachmentObject );
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Inventory.OnEquipped += OnItemEquipped;
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Inventory.OnUnEquipped += OnItemUnEquipped;
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@@ -44,29 +28,29 @@ public sealed partial class Dedugan : Component
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Inventory.OnItemRemoved += OnItemRemoved;
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}
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private void OnItemEquipped(InventoryItem item)
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private void OnItemEquipped( InventoryItem item )
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{
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// Очищаем кэши при экипировке предмета
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_useableCache.Clear();
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_resolver?.ClearCache();
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if (item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid())
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if ( item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid() )
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{
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var go = weaponDef.Prefab.Clone();
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AnimationHelper.HoldType = weaponDef.HoldType;
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switch (weaponDef.Slot)
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switch ( weaponDef.Slot )
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{
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case Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand:
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case Inventar.InventorySlot.RightHand:
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go.Parent = Renderer.GetAttachmentObject("hold_R");
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go.Parent = Renderer.GetAttachmentObject( "hold_R" );
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break;
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case Inventar.InventorySlot.LeftHand:
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go.Parent = Renderer.GetAttachmentObject("hold_L");
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go.Parent = Renderer.GetAttachmentObject( "hold_L" );
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break;
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default:
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go.Parent = Renderer.GetAttachmentObject("forward_reference_modelspace");
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go.Parent = Renderer.GetAttachmentObject( "forward_reference_modelspace" );
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break;
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}
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@@ -74,9 +58,11 @@ public sealed partial class Dedugan : Component
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go.LocalRotation = weaponDef.WeaponDefinition.Rotation;
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go.LocalScale = weaponDef.WeaponDefinition.Scale;
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if (go.Components.TryGet<UseableBase>(out var useable))
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// Получаем компонент оружия и вызываем экипировку
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if ( go.Components.TryGet<BaseWeapon>( out var weapon ) )
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{
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useable.Equipped = true;
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weapon.OnEquipped();
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_useableCache[weaponDef.Slot] = (go, weapon);
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}
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go.NetworkSpawn();
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@@ -90,65 +76,70 @@ public sealed partial class Dedugan : Component
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};
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AnimationHelper.Handedness = hand;
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RpcSetHoldAnimation(weaponDef.HoldType, hand);
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RpcSetHoldAnimation( weaponDef.HoldType, hand );
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InAds = true;
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}
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else if (item?.Definition is ClothingItemDefinition clothingDef)
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else if ( item?.Definition is ClothingItemDefinition clothingDef )
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{
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WearWorkshop(new List<string>() { clothingDef.ClothUrl });
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WearWorkshop( new List<string>() { clothingDef.ClothUrl } );
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}
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}
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private void OnItemUnEquipped(InventoryItem item)
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private void OnItemUnEquipped( InventoryItem item )
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{
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// Очищаем кэши при снятии предмета
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_useableCache.Clear();
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_resolver?.ClearCache();
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if (item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid())
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if ( item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid() )
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{
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switch (weaponDef.Slot)
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// Вызываем OnUnEquipped для оружия
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if ( _useableCache.TryGetValue( weaponDef.Slot, out var cached ) )
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{
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if ( cached.useable is BaseWeapon weapon )
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{
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weapon.OnUnEquipped();
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}
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}
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switch ( weaponDef.Slot )
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{
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case Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand:
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case Inventar.InventorySlot.RightHand:
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case Inventar.InventorySlot.LeftHand:
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var attachmentName = !weaponDef.Slot.HasFlag(Inventar.InventorySlot.RightHand)
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var attachmentName = !weaponDef.Slot.HasFlag( Inventar.InventorySlot.RightHand )
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? "hold_L"
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: "hold_R";
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Renderer.GetAttachmentObject(attachmentName).Children.ForEach(child => child.Destroy());
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RpcSetHoldAnimation(CitizenAnimationHelper.HoldTypes.None, CitizenAnimationHelper.Hand.Both);
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Renderer.GetAttachmentObject( attachmentName ).Children.ForEach( child => child.Destroy() );
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RpcSetHoldAnimation( CitizenAnimationHelper.HoldTypes.None, CitizenAnimationHelper.Hand.Both );
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break;
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default:
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Renderer.GetAttachmentObject("forward_reference_modelspace").Children
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.ForEach(child => child.Destroy());
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Renderer.GetAttachmentObject( "forward_reference_modelspace" ).Children
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.ForEach( child => child.Destroy() );
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break;
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}
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InAds = false;
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}
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else if (item?.Definition is ClothingItemDefinition clothingDef)
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else if ( item?.Definition is ClothingItemDefinition clothingDef )
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{
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StripByName(clothingDef.Description);
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StripByName( clothingDef.Description );
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}
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}
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private void OnItemAdded(InventoryItem item)
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private void OnItemAdded( InventoryItem item )
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{
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// Очищаем кэши при добавлении предмета
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_useableCache.Clear();
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_resolver?.ClearCache();
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// Кэш не очищаем при добавлении предметов, чтобы не нарушить работу оружия
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}
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private void OnItemRemoved(InventoryItem item)
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private void OnItemRemoved( InventoryItem item )
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{
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// Очищаем кэши при удалении предмета
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_useableCache.Clear();
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_resolver?.ClearCache();
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// Кэш не очищаем при удалении предметов, чтобы не нарушить работу оружия
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}
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[Rpc.Broadcast]
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public void RpcSetHoldAnimation(CitizenAnimationHelper.HoldTypes HoldType, CitizenAnimationHelper.Hand hand)
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public void RpcSetHoldAnimation( CitizenAnimationHelper.HoldTypes HoldType, CitizenAnimationHelper.Hand hand )
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{
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AnimationHelper.HoldType = HoldType;
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AnimationHelper.Handedness = hand;
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@@ -156,59 +147,158 @@ public sealed partial class Dedugan : Component
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void InventoryUpdate()
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{
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if (!Network.IsOwner) return;
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if ( !Network.IsOwner ) return;
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if (Input.Pressed("Attack1"))
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// Обработка автоматической стрельбы
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HandleAutomaticShooting();
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// Обработка перезарядки
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if ( Input.Pressed( "Reload" ) )
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{
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if (UseSystem.TryUse(this))
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{
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Attack();
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}
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TryReloadWeapon();
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}
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}
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public IEnumerable<IUseable> GetUsables()
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/// <summary>
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/// Обработка автоматической стрельбы
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/// </summary>
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private void HandleAutomaticShooting()
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{
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// Кэшируем слоты для избежания повторного создания массива
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var slots = new[] { Inventar.InventorySlot.LeftHand, Inventar.InventorySlot.RightHand };
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foreach (var slot in slots)
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var weapon = GetEquippedWeapon();
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if ( weapon == null ) return;
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var weaponDef = weapon.GetWeaponDefinition();
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if ( weaponDef == null ) return;
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// Начало стрельбы
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if ( Input.Pressed( "Attack1" ) )
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{
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if (!Inventory.EquippedItems.TryGetValue(slot, out var item))
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{
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continue;
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}
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var holder = _resolver.GetSlotObject(slot);
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if (holder == null) continue;
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var heldObject = holder.Children.FirstOrDefault();
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if (heldObject == null)
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{
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continue;
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}
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_isShooting = true;
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TryUseWeapon();
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}
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// Проверяем кэш
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if (_useableCache.TryGetValue(slot, out var cached) && cached.obj == heldObject)
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{
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if (cached.useable != null)
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yield return cached.useable;
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}
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else
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{
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var useable = heldObject.Components.Get<IUseable>();
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_useableCache[slot] = (heldObject, useable);
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// Продолжение стрельбы (только если оружие автоматическое)
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if ( Input.Down( "Attack1" ) && _isShooting && weaponDef.IsAutomatic )
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{
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TryUseWeapon();
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}
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if (useable != null)
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yield return useable;
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// Остановка стрельбы
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if ( Input.Released( "Attack1" ) )
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{
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_isShooting = false;
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}
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}
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/// <summary>
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/// Попытка использования экипированного предмета
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/// </summary>
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private void TryUseWeapon()
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{
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var useable = GetEquippedUseable();
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if ( useable != null && useable.CanUse() )
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{
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useable.Use();
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Attack(); // Анимация атаки
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}
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}
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/// <summary>
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/// Попытка перезарядки экипированного оружия
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/// </summary>
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private void TryReloadWeapon()
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{
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var weapon = GetEquippedWeapon();
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if ( weapon != null && !weapon.IsReloading )
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{
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weapon.StartReload();
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}
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}
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/// <summary>
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/// Получить экипированный используемый предмет
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/// </summary>
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private IUseable GetEquippedUseable()
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{
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// Проверяем правую руку
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if ( Inventory.EquippedItems.TryGetValue( Inventar.InventorySlot.RightHand, out var rightHandItem ) )
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{
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if ( _useableCache.TryGetValue( Inventar.InventorySlot.RightHand, out var cached ) &&
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cached.useable != null )
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{
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return cached.useable;
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}
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}
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// Проверяем левую руку
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if ( Inventory.EquippedItems.TryGetValue( Inventar.InventorySlot.LeftHand, out var leftHandItem ) )
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{
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if ( _useableCache.TryGetValue( Inventar.InventorySlot.LeftHand, out var cached ) &&
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cached.useable != null )
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{
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return cached.useable;
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}
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}
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// Проверяем обе руки
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if ( Inventory.EquippedItems.TryGetValue( Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand,
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out var bothHandsItem ) )
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{
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if ( _useableCache.TryGetValue( Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand,
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out var cached ) && cached.useable != null )
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{
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return cached.useable;
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}
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}
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return null;
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}
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/// <summary>
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/// Получить экипированное оружие
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/// </summary>
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private BaseWeapon GetEquippedWeapon()
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{
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var useable = GetEquippedUseable();
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return useable as BaseWeapon;
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}
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/// <summary>
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/// Получить информацию о патронах для UI
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/// </summary>
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public (int current, int max, int totalInInventory) GetAmmoInfo()
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{
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var weapon = GetEquippedWeapon();
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if ( weapon == null )
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{
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return (0, 0, 0);
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}
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return weapon.GetAmmoInfo();
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}
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/// <summary>
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/// Получить общее количество патронов в инвентаре (для UI)
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/// </summary>
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public int GetTotalInInventory()
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{
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var ammoInfo = GetAmmoInfo();
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return ammoInfo.totalInInventory;
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}
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/// <summary>
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/// Получить прогресс перезарядки
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/// </summary>
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public float GetReloadProgress()
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{
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var weapon = GetEquippedWeapon();
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return weapon?.GetReloadProgress() ?? 1f;
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}
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[Rpc.Broadcast]
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void Attack()
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{
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Renderer.Set("b_attack", true);
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Renderer.Set( "b_attack", true );
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}
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}
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@@ -3,6 +3,8 @@ using Sandbox;
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using Sandbox.Citizen;
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using Sasalka;
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using ShrimpleCharacterController;
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using System.Collections.Generic;
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using System.Linq;
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public sealed partial class Dedugan : Component, IUseContext, Component.INetworkSpawn
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{
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@@ -121,4 +123,14 @@ public sealed partial class Dedugan : Component, IUseContext, Component.INetwork
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{
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DrawDebugGizmos();
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}
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/// <summary>
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/// Реализация интерфейса IUseContext
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/// Возвращает список используемых предметов
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/// </summary>
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public IEnumerable<IUseable> GetUsables()
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{
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// Возвращаем пустой список, так как теперь оружие управляется через новую систему
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return Enumerable.Empty<IUseable>();
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}
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}
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Reference in New Issue
Block a user