89 lines
2.3 KiB
C#
89 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using AI;
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using Controller;
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using Data;
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using DG.Tweening;
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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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namespace DefaultNamespace.AI
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{
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public class AIAgent : IFixedExecute, IDisposable
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{
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private Unit _unit;
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private Camera _camera;
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private BotState curentState;
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public Queue<HexDirection> currentPath;
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public Action<AIAgent> OnAgentInited;
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private Vector2 _attackDirection;
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public Unit Unit => _unit;
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public BotState CurentState => curentState;
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public AIAgent(UnitInfo enemyInfo, Unit unit)
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{
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currentPath = new Queue<HexDirection>();
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_unit = unit;
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_camera = Camera.main;
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_unit.OnDeath += AgentDeath;
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unit.OnPlayerSpawned += InitAgent;
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}
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private void AgentDeath(Unit unit)
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{
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AIManager.Instance.RemoveAgent(this);
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currentPath.Clear();
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}
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private void InitAgent(GameObject unit)
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{
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AIManager.Instance.AddAgent(this);
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HexManager.agents.Add(unit, this);
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OnAgentInited?.Invoke(this);
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}
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public void AttackTarget(Vector2 direction)
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{
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_attackDirection = direction;
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}
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public void FixedExecute()
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{
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if (curentState == BotState.Attack && !_unit.IsBusy)
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{
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_unit.Aim(_attackDirection);
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_unit.StartAttack();
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curentState = AIManager.Instance.GetNewBehaviour(this);
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}
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if (currentPath.Count > 0 && !_unit.IsBusy)
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{
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var dir = currentPath.Dequeue();
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if (!HexManager.UnitCurrentCell.TryGetValue(_unit.Color, out var value))
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{
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return;
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}
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while (value.cell == null)
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{
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dir = dir.PlusSixtyDeg();
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}
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_unit.Move(dir);
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}
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if(currentPath.Count == 0 && !_unit.IsBusy)
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{
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curentState = AIManager.Instance.GetNewBehaviour(this);
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}
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}
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public void Dispose()
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{
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}
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}
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} |