2022-03-15 17:45:18 +02:00

80 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
using AI;
using Controller;
using HexFiled;
using Units;
using UnityEngine;
namespace DefaultNamespace.AI
{
public abstract class AIBase : IFixedExecute, IDisposable
{
protected UnitBase _unitBase;
private Camera _camera;
protected BotState curentState;
public Queue<HexDirection> currentPath;
public Action<AIBase> OnAgentInited;
protected Vector2 _attackDirection;
public UnitBase UnitBase => _unitBase;
public BotState CurentState => curentState;
public AIBase(UnitBase unitBase)
{
currentPath = new Queue<HexDirection>();
_camera = Camera.main;
_unitBase = unitBase;
_unitBase.OnDeath += AgentDeath;
_unitBase.OnSpawned += InitAgent;
}
protected virtual void AgentDeath(UnitBase aiBase)
{
AIManager.Instance.RemoveAgent(this);
currentPath.Clear();
}
protected abstract void InitAgent(UnitBase aiBase);
public void AttackTarget(Vector2 direction)
{
_attackDirection = direction;
}
public virtual void FixedExecute()
{
if (curentState == BotState.Attack && !_unitBase.IsBusy)
{
_unitBase.Aim(_attackDirection);
_unitBase.StartAttack();
curentState = AIManager.Instance.GetNewBehaviour(this);
}
if (currentPath.Count > 0 && !_unitBase.IsBusy)
{
var dir = currentPath.Dequeue();
if (!HexManager.UnitCurrentCell.TryGetValue(_unitBase.Color, out var value))
{
return;
}
while (value.cell == null)
{
dir = dir.PlusSixtyDeg();
}
_unitBase.Move(dir);
}
if(currentPath.Count == 0 && !_unitBase.IsBusy)
{
curentState = AIManager.Instance.GetNewBehaviour(this);
}
}
public void Dispose()
{
}
}
}