using Data; using DG.Tweening; using HexFiled; using UnityEngine; namespace Chars { public class Enemy : IUnit { private GameObject _playerPrefab; private HexCoordinates _spawnPos; private UnitColor _color; private HexCell _cell; private HexGrid _grid; private GameObject _instance; private bool _isAlive; private UnitView _unitView; private bool _isBusy; private Animator _animator; private AnimLength _animLength; public UnitView EnemyView => _unitView; public bool IsBusy => _isBusy; public Enemy(EnemyInfo enemyInfo, HexGrid grid) { _playerPrefab = enemyInfo.playerPrefab; _spawnPos = enemyInfo.spawnPos; _color = enemyInfo.color; _grid = grid; _isAlive = false; } public void Move(HexDirection direction) { if (_cell.GetNeighbor(direction)) { _isBusy = true; _cell = _cell.GetNeighbor(direction); _instance.transform.DOLookAt(_cell.transform.position, 0.1f); _animator.SetTrigger("Move"); _animator.SetBool("isMoving", _isBusy); _instance.transform.DOMove(_cell.transform.position, _animLength.Move); } } private void SetAnimLength() { AnimationClip[] clips = _animator.runtimeAnimatorController.animationClips; foreach (var clip in clips) { switch (clip.name) { case "MoveJump": _animLength.Move = clip.length; break; case "Attack": _animLength.Attack = clip.length; break; default: break; } } } public void Spawn() { if(!_isAlive) { _cell = _grid.GetCellFromCoord(_spawnPos); _instance = Object.Instantiate(_playerPrefab, _cell.transform.parent); _instance.transform.localPosition = _cell.transform.localPosition; _cell.PaintHex(_color); for (int i = 0; i < 6; i++) { _cell.GetNeighbor((HexDirection)i).PaintHex(_color); } _isAlive = true; _unitView = _instance.GetComponent(); _animator = _instance.GetComponent(); SetAnimLength(); } } public void Death() { throw new System.NotImplementedException(); } public void Attack(Vector2 direction) { throw new System.NotImplementedException(); } public void Damage(float dmg) { throw new System.NotImplementedException(); } } }