2021-12-22 23:29:44 +03:00

116 lines
3.4 KiB
C#

using Data;
using DG.Tweening;
using HexFiled;
using UnityEngine;
namespace Chars
{
public class Enemy : IUnit
{
private GameObject _enemyPrefab;
private HexCoordinates _spawnPos;
private UnitColor _color;
private HexCell _cell;
private HexGrid _grid;
private GameObject _instance;
private bool _isAlive;
private UnitView _unitView;
private bool _isBusy;
private Animator _animator;
private AnimLength _animLength;
private CharBar _charBar;
private float _mana;
private float _hp;
public UnitView EnemyView => _unitView;
public bool IsBusy => _isBusy;
public Enemy(EnemyInfo enemyInfo, HexGrid grid)
{
_enemyPrefab = enemyInfo.playerPrefab;
_spawnPos = enemyInfo.spawnPos;
_color = enemyInfo.color;
_grid = grid;
_isAlive = false;
}
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;
}
}
}
private void UpdateCanvas()
{
_charBar.ManaBar.fillAmount = _mana / 100;
_charBar.HealthBar.fillAmount = _hp / 100;
}
public void Spawn()
{
if(!_isAlive)
{
_cell = _grid.GetCellFromCoord(_spawnPos);
_instance = Object.Instantiate(_enemyPrefab, _cell.transform.parent);
_instance.transform.localPosition = _cell.transform.localPosition;
_cell.PaintHex(_color);
for (int i = 0; i < 6; i++)
{
_cell.GetNeighbor((HexDirection)i).PaintHex(_color);
}
_isAlive = true;
_unitView = _instance.GetComponent<UnitView>();
_animator = _instance.GetComponent<Animator>();
_charBar = _instance.GetComponent<CharBar>();
SetAnimLength();
}
}
private void SetUpActions()
{
_unitView.OnHit += Damage;
}
public void Death()
{
throw new System.NotImplementedException();
}
public void Attack(Vector2 direction)
{
throw new System.NotImplementedException();
}
public void Damage(float dmg)
{
_hp -= dmg;
UpdateCanvas();
}
}
}