using NBF;
using UnityEngine;
using UnityEngine.Serialization;
public class FReel : FPlayerGear
{
public bool isBlockLineByFinger { get; set; }
///
/// 手是否放在手柄上
///
[HideInInspector]
public bool isHandOnHandle { get; set; }
[SerializeField] public float reelingDrag = 1f;
public ReelAsset reelAsset;
public ReelAnimator AnimatorCtrl;
private void Awake()
{
reelAsset = GetComponent();
AnimatorCtrl = reelAsset.animator.gameObject.GetComponent();
if (AnimatorCtrl == null)
{
AnimatorCtrl = reelAsset.animator.gameObject.AddComponent();
}
}
protected override void OnStart()
{
}
protected override void OnUpdate()
{
}
public void Unlock(bool unlock = true)
{
if (unlock)
{
AnimatorCtrl.Unlock = true;
}
else
{
AnimatorCtrl.Unlock = false;
}
}
}