2021-12-22 17:01:17 +03:00

176 lines
5.1 KiB
C#

using System;
using System.Collections.Generic;
using Data;
using DefaultNamespace.Weapons;
using DG.Tweening;
using HexFiled;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Chars
{
struct AnimLength
{
public float Move;
public float Attack;
}
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<GameObject> onPlayerSpawned;
private Animator _animator;
private PlayerView _playerView;
private bool _isBusy;
private UnitColor _color;
private float _hp;
private float _mana;
private Weapon _weapon;
private Vector3 _direction;
private CharBar _charBar;
public bool IsBusy => _isBusy;
public GameObject PlayerInstance => _instance;
public PlayerView PlayerView => _playerView;
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<Animator>();
_playerView = _instance.GetComponent<PlayerView>();
_charBar = _playerView.charBarCanvas.GetComponent<CharBar>();
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, 2), Quaternion.identity);
ball.transform.DOMove(new Vector3(_direction.x * 100,2, _direction.y * 100), _weapon.speed)
.SetEase(Ease.Linear)
.OnComplete(() => Object.Destroy(ball));
}
private void SetUpActions()
{
_playerView.OnStep += Step;
_playerView.OnAttackEnd += AttackEnd;
_playerView.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)
{
_playerView.transform.LookAt(new Vector3(direction.x,0, direction.y) + _playerView.transform.position);
_direction = direction;
}
public void Damage(float dmg)
{
if (_hp - dmg <= 0f)
{
Death();
}
_hp -= dmg;
}
}
}