104 lines
2.8 KiB
C#
104 lines
2.8 KiB
C#
using System;
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using Controller;
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using Data;
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using HexFiled;
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using Runtime.Controller;
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using Units;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Chars
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{
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public class PlayerControl : IFixedExecute, IExecute
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{
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private Unit _unit;
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private FloatingJoystick _moveJoystick;
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private FloatingJoystick _attackJoystick;
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private Camera _camera;
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private Vector2 _attackDircetion;
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public PlayerControl(Unit unit, UIData uiData)
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{
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_unit = unit;
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var joyView = Object.Instantiate(uiData.joystickView);
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_moveJoystick = joyView.MoveJoystick;
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_attackJoystick = joyView.AttackJoystick;
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_camera = Camera.main;
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_attackJoystick.OnTouchUp += DoAttack;
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_attackJoystick.OnTouchDown += AimCanvas;
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}
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private void DoAttack()
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{
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_unit.UnitView.AimCanvas.SetActive(false);
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_unit.StartAttack(_attackDircetion);
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}
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private void AimCanvas()
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{
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_unit.UnitView.AimCanvas.SetActive(true);
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}
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public void FixedExecute()
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{
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if (!_unit.IsBusy && _moveJoystick.Direction != Vector2.zero)
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{
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_unit.Move(VectorToDirection(_moveJoystick.Direction.normalized));
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}
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if (!_unit.IsBusy && _attackJoystick.isPressed)
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{
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_attackDircetion = _attackJoystick.Direction.normalized;
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_unit.Aim(_attackDircetion);
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}
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}
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private static HexDirection VectorToDirection(Vector2 dir)
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{
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if (dir.x >= 0 && dir.y <= 1 && dir.x <= 1 && dir.y >= 0.5)
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{
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return HexDirection.NE;
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}
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if (Math.Abs(dir.x - 1f) < 0.2 && dir.y <= 0.5 && dir.y >= -0.5)
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{
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return HexDirection.E;
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}
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if (dir.x <= 1 && dir.y <= -0.5 && dir.x >= 0 && dir.y >= -1)
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{
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return HexDirection.SE;
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}
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if (dir.x <= 0 && dir.y >= -1 && dir.x >= -1 && dir.y <= -0.5)
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{
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return HexDirection.SW;
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}
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if (Math.Abs(dir.x - (-1f)) < 0.2 && dir.y >= -0.5 && dir.y <= 0.5)
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{
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return HexDirection.W;
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}
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if (dir.x >= -1 && dir.y >= 0.5 && dir.x <= 0 && dir.y <= 1)
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{
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return HexDirection.NW;
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}
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return HexDirection.W;
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}
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public void Execute()
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{
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if (_unit.UnitView != null)
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{
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_unit.UnitView.BarCanvas.transform.LookAt(
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_unit.UnitView.BarCanvas.transform.position + _camera.transform.rotation * Vector3.back,
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_camera.transform.rotation * Vector3.up);
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}
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}
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}
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} |