using System; using System.Collections.Generic; using AI; using Controller; using Data; using DG.Tweening; using HexFiled; using Runtime.Controller; using Units; using UnityEngine; namespace DefaultNamespace.AI { public class AIAgent : IFixedExecute, IExecute { private Unit _enemy; private Camera _camera; private AIManager _manager; private BotState curentState; public Queue currentPath; public Action OnAgentInited; private Vector2 _attackDirection; public Unit Enemy => _enemy; public BotState CurentState => curentState; public AIAgent(UnitInfo enemyInfo, Unit enemy, AIManager manager) { currentPath = new Queue(); _enemy = enemy; _camera = Camera.main; _enemy.OnDeath += AgentDeath; enemy.onPlayerSpawned += InitAgent; _manager = manager; } private void AgentDeath(Unit unit) { AIManager.Instance.RemoveAgent(this); currentPath.Clear(); } private void InitAgent(GameObject unit) { _manager.AddAgent(this); HexManager.agents.Add(unit, this); OnAgentInited?.Invoke(this); } public void AttackTarget(Vector2 direction) { _attackDirection = direction; } public void FixedExecute() { if (curentState == BotState.Attack && !_enemy.IsBusy) { _enemy.Aim(_attackDirection); _enemy.StartAttack(); curentState = _manager.GetNewBehaviour(this); } if (currentPath.Count > 0 && !_enemy.IsBusy) { var dir = currentPath.Dequeue(); while (HexManager.UnitCurrentCell[_enemy.Color].cell.GetNeighbor(dir) == null) { dir = dir.PlusSixtyDeg(); } _enemy.Move(dir); } if(currentPath.Count == 0 && !_enemy.IsBusy) { curentState = _manager.GetNewBehaviour(this); } } public void Execute() { if (_enemy.UnitView != null) { _enemy.UnitView.BarCanvas.transform.DOLookAt( _enemy.UnitView.BarCanvas.transform.position + _camera.transform.rotation * Vector3.back, 0f, up: _camera.transform.rotation * Vector3.up); } } } }