using System; using System.Collections.Generic; using Data; using DefaultNamespace.Weapons; using DG.Tweening; using HexFiled; using UnityEngine; using Object = UnityEngine.Object; namespace Chars { public class Player : IUnit { private HexCoordinates _spawnPos; private bool _isAlive; private GameObject _instance; private GameObject _prefab; private AnimLength _animLength; private HexCell _cell; private HexGrid _hexGrid; public Action onPlayerSpawned; private Animator _animator; private UnitView _unitView; private bool _isBusy; private UnitColor _color; private float _hp; private float _mana; private Weapon _weapon; private Vector2 _direction; private CharBar _charBar; public bool IsBusy => _isBusy; public GameObject PlayerInstance => _instance; public UnitView UnitView => _unitView; public Player(PlayerData playerData, Weapon weapon, HexGrid hexGrid) { _weapon = weapon; _spawnPos = playerData.spawnPos; _prefab = playerData.playerPrefab; _isAlive = false; _hexGrid = hexGrid; _isBusy = false; _color = playerData.color; } 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 = _hexGrid.GetCellFromCoord(_spawnPos); _cell.PaintHex(_color); for (int i = 0; i < 6; i++) { _cell.GetNeighbor((HexDirection)i).PaintHex(_color); } _instance = Object.Instantiate(_prefab, _cell.transform.parent); _instance.transform.localPosition = _cell.transform.localPosition; onPlayerSpawned?.Invoke(_instance); _isAlive = true; _animator = _instance.GetComponent(); _unitView = _instance.GetComponent(); _charBar = _unitView.charBarCanvas.GetComponent(); SetAnimLength(); _mana = 100f; _hp = 100f; SetUpActions(); } } private void Step() { _isBusy = false; _cell.PaintHex(_color); _animator.SetBool("isMoving", _isBusy); } private void AttackEnd() { _isBusy = false; _mana -= _weapon.manaCost; UpdateCanvas(); } private void Attacking() { var ball = Object.Instantiate(_weapon.objectToThrow, _instance.transform.position + new Vector3(0, 0), Quaternion.identity); ball.transform.DOMove( new Vector3(_direction.normalized.x, 0, _direction.normalized.y) * _weapon.disnatce * _hexGrid.HexDistance + _instance.transform.position, _weapon.speed) .SetEase(Ease.Linear) .OnComplete(() => Object.Destroy(ball)); } private void SetUpActions() { _unitView.OnStep += Step; _unitView.OnAttackEnd += AttackEnd; _unitView.OnAttack += Attacking; } private void UpdateCanvas() { _charBar.ManaBar.fillAmount = _mana / 100; _charBar.HealthBar.fillAmount = _hp / 100; } public void Death() { throw new NotImplementedException(); } public void Attack(Vector2 direction) { _isBusy = true; _animator.SetTrigger("Attack"); } public void Aim(Vector2 direction) { _unitView.transform.LookAt(new Vector3(direction.x, 0, direction.y) + _unitView.transform.position); _direction = direction; } public void Damage(float dmg) { if (_hp - dmg <= 0f) { Death(); } _hp -= dmg; } } }