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path: root/SurvivalTest/Assets/Scripts/Managers/PlayerManager_Weapons.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public partial class PlayerManager : Singleton<PlayerManager>
{
	// 持有的装备
	public List<WeaponBase> weapons { get { return m_Weapons; } }
	private List<WeaponBase> m_Weapons = new List<WeaponBase>();

	private Coroutine m_CoFire;

	public bool isFire { get; private set; }

	private bool m_AutoFire;
	public bool autoFire
	{
		get
		{
			return m_AutoFire;
		}
		set
		{
			m_AutoFire = value;
			EventCenter.Instance.Publish(EventMsgType.ToggleAutoFire);
		}
	}
	private float autoFireDuration = 0.8f;

	public bool lockAim { get; set; }

	private float m_LastAxisValue = 0;

	void InitWeapons()
	{
		m_Weapons.Add(new Weapon_LightSaber());
		m_Weapons.Add(new Weapon_Gun());
		m_Weapons.Add(new Weapon_GrenadeLauncher());
		m_Weapons.Add(new Weapon_Boomerang());
		m_Weapons.Add(new Weapon_TeslaCoil());
		m_Weapons.Add(new Weapon_MightyGlove());

		autoFire = false;

		m_LastAxisValue = Input.GetAxisRaw("GunTrigger");
	}

	/// <summary>
	/// 装备循环
	/// </summary>
	void UpdateWeapons()
	{
		for(int i = 0; i < m_Weapons.Count; ++i)
		{
			m_Weapons[i].Update(m_Crew.gameObject);
		}
	}

	/// <summary>
	/// 检查输入,使用装备
	/// </summary>
	void CheckInput()
	{
		float axis = Input.GetAxisRaw("GunTrigger");

		if (Input.GetButtonDown("Fire1") || (axis == 1 && m_LastAxisValue != 1))
		{
			if(autoFire)
			{
				autoFire = false;
			}

			isFire = true;
			RunFireCoroutine(true);
		}
		else if(!autoFire && !Input.GetButton("Fire1") && (axis == 0 && m_LastAxisValue != 0))
		{
			if (TinyCountDown.Instance.Get("ReleaseFire") > 0)
			{
				autoFire = true;
				isFire = true;
				RunFireCoroutine(true);
			}
			else
			{
				autoFire = false;
				TinyCountDown.Instance.Set("ReleaseFire", autoFireDuration);
				isFire = false;
				RunFireCoroutine(false);
			}
		}

		m_LastAxisValue = axis;
	}

	void RunFireCoroutine(bool start)
	{
		if (start)
		{
			if (m_CoFire == null)
			{
				m_CoFire = GameApp.Instance.StartCoroutine(coFire());
			}
		}
		else
		{
			if (m_CoFire != null)
			{
				GameApp.Instance.StopCoroutine(m_CoFire);
				m_Weapons.ForEach(e => e.OnStop(m_Crew.gameObject));
				m_CoFire = null;
			}
		}
	}

	/// <summary>
	/// 自由开火
	/// </summary>
	/// <returns></returns>
	IEnumerator coFire()
	{
		while (true)
		{
			for(int i = 0; i < m_Weapons.Count; ++i)
			{
				WeaponBase weapon = m_Weapons[i];
				if (weapon == null)
					continue;
				if(weapon.autoMode == WeaponBase.AutoMode.Interval)
				{
					string id = weapon.GetHashCode().ToString();
					float countDown = TinyCountDown.Instance.Get(id); // 倒计时脱离fire单独计时
					if(countDown <= 0)
					{
						weapon.OnTrigger(m_Crew.gameObject);
						TinyCountDown.Instance.Set(id, weapon.interval);
					}
					else
					{
					}
				}
				else if(weapon.autoMode == WeaponBase.AutoMode.Condition)
				{
					if(weapon.CheckCondition(m_Crew.gameObject))
					{
						weapon.OnTrigger(m_Crew.gameObject);
					}
				}
			}
			yield return null;
		}
	}

}