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BABA_YAGA/Assets/Scripts/Player/MeleeWeapon/vMeleeEquipment.cs

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2026-05-30 09:16:35 +07:00
using Invector.vMelee;
namespace Invector.vItemManager
{
[vClassHeader("Melee Equipment", openClose = false, useHelpBox = true, helpBoxText = "Use this component if you also use the ItemManager in your Character")]
public partial class vMeleeEquipment : vEquipment
{
vMeleeWeapon _weapon;
protected bool withoutMeleeWeapon;
protected virtual vMeleeWeapon meleeWeapon
{
get
{
if (!_weapon && !withoutMeleeWeapon)
{
_weapon = GetComponent<vMeleeWeapon>();
if (!_weapon) withoutMeleeWeapon = true;
}
return _weapon;
}
}
public override bool IsEquipped
{
get
{
return base.IsEquipped;
}
set
{
base.IsEquipped = value;
if (meleeWeapon) meleeWeapon.IsEquipped = value;
}
}
public override void OnEquip(vItem item)
{
if (meleeWeapon)
{
var damage = item.GetItemAttribute(vItemAttributes.Damage);
var staminaCost = item.GetItemAttribute(vItemAttributes.StaminaCost);
var defenseRate = item.GetItemAttribute(vItemAttributes.DefenseRate);
var defenseRange = item.GetItemAttribute(vItemAttributes.DefenseRange);
if (damage != null) this.meleeWeapon.damage.damageValue = damage.value;
if (staminaCost != null) this.meleeWeapon.staminaCost = staminaCost.value;
if (defenseRate != null) this.meleeWeapon.defenseRate = defenseRate.value;
if (defenseRange != null) this.meleeWeapon.defenseRange = defenseRate.value;
}
base.OnEquip(item);
}
public override void OnUnequip(vItem item)
{
base.OnUnequip(item);
}
}
}