229 lines
7.1 KiB
C#
229 lines
7.1 KiB
C#
using System;
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using Chars;
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using Data;
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using DG.Tweening;
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using HexFiled;
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using UnityEngine;
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using Weapons;
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using Object = UnityEngine.Object;
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namespace Units
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{
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public class Unit
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{
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private bool _isAlive;
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private GameObject _instance;
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private AnimLength _animLength;
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private HexCell _cell;
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private HexGrid _hexGrid;
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public Action<GameObject> onPlayerSpawned;
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private Animator _animator;
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private UnitView _unitView;
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private bool _isBusy;
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private UnitInfo _data;
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private int _hp;
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private int _mana;
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private Weapon _weapon;
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private Vector2 _direction;
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private BarCanvas _barCanvas;
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public bool IsBusy => _isBusy;
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public GameObject PlayerInstance => _instance;
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public UnitView UnitView => _unitView;
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public bool IsAlive => _isAlive;
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public Unit(UnitInfo unitData, Weapon weapon, HexGrid hexGrid)
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{
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_weapon = weapon;
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_data = unitData;
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_isAlive = false;
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_hexGrid = hexGrid;
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_isBusy = false;
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}
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public void Move(HexDirection direction)
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{
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if (!_cell.GetNeighbor(direction) || _isBusy) return;
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if (_cell.GetNeighbor(direction).Color == _data.color)
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{
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DoTransit(direction);
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}
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else if (_mana - _hexGrid.HexCaptureCost >= 0)
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{
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_mana -= _hexGrid.HexCaptureCost;
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_unitView.RegenMana(_mana);
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UpdateBarCanvas();
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DoTransit(direction);
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}
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}
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private void DoTransit(HexDirection direction)
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{
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_isBusy = true;
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_cell = _cell.GetNeighbor(direction);
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RotateUnit(new Vector2((_cell.transform.position - _instance.transform.position).normalized.x, (_cell.transform.position - _instance.transform.position).normalized.z));
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_animator.SetTrigger("Move");
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_animator.SetBool("isMoving", _isBusy);
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_instance.transform.DOMove(_cell.transform.position, _animLength.Move);
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}
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private void SetAnimLength()
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{
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AnimationClip[] clips = _animator.runtimeAnimatorController.animationClips;
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foreach (var clip in clips)
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{
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switch (clip.name)
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{
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case "MoveJump":
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_animLength.Move = clip.length;
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break;
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case "Attack":
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_animLength.Attack = clip.length;
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break;
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default:
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break;
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}
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}
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}
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public void Spawn()
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{
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if (!_isAlive)
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{
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_cell = _hexGrid.GetCellFromCoord(_data.spawnPos);
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_cell.PaintHex(_data.color);
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for (int i = 0; i < 6; i++)
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{
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_cell.GetNeighbor((HexDirection)i)?.PaintHex(_data.color);
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}
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_instance = Object.Instantiate(_data.unitPrefa, _cell.transform.parent);
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_instance.transform.localPosition = _cell.transform.localPosition;
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onPlayerSpawned?.Invoke(_instance);
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_isAlive = true;
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_animator = _instance.GetComponent<Animator>();
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_unitView = _instance.GetComponent<UnitView>();
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_barCanvas = _unitView.BarCanvas.GetComponent<BarCanvas>();
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_unitView.SetUp(_barCanvas.SpawnShotUI(_weapon.shots), _weapon, RegenMana, _data.manaRegen);
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SetAnimLength();
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_mana = _data.maxMana;
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_hp = _data.maxHP;
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SetUpActions();
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}
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}
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private void RegenMana()
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{
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_mana += _data.manaRegen;
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UpdateBarCanvas();
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}
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private void MoveEnd()
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{
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_isBusy = false;
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_cell.PaintHex(_data.color);
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_animator.SetBool("isMoving", _isBusy);
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}
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private void AttackEnd()
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{
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_isBusy = false;
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UpdateBarCanvas();
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}
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private void Attacking()
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{
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if (_direction.Equals(Vector2.zero))
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{
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_direction = new Vector2(_unitView.transform.forward.x, _unitView.transform.forward.z);
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Aim(_direction);
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}
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var ball = Object.Instantiate(_weapon.objectToThrow,
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_instance.transform.forward + _instance.transform.position + new Vector3(0, 2),
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_instance.transform.rotation);
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ball.GetComponent<WeaponView>().SetWeapon(_weapon);
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ball.transform.DOMove(
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new Vector3(_direction.normalized.x,
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0, _direction.normalized.y) * _weapon.disnatce * _hexGrid.HexDistance +
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_instance.transform.position + new Vector3(0, 2, 0),
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_weapon.speed)
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.SetEase(Ease.Linear)
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.OnComplete(() => Object.Destroy(ball));
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}
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private void SetUpActions()
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{
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_unitView.OnStep += MoveEnd;
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_unitView.OnAttackEnd += AttackEnd;
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_unitView.OnAttack += Attacking;
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_unitView.OnHit += Damage;
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}
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private void UpdateBarCanvas()
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{
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if (_hp > _data.maxHP)
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_hp = _data.maxHP;
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if (_mana > _data.maxMana)
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_mana = _data.maxMana;
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float hp = _hp;
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float mana = _mana;
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float maxHp = _data.maxHP;
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float maxMana = _data.maxMana;
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_barCanvas.ManaBar.DOFillAmount(mana / maxMana, 0.5f).SetEase(Ease.InQuad);
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_barCanvas.HealthBar.DOFillAmount(hp / maxHp, 0.5f).SetEase(Ease.InQuad);
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}
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private void Death()
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{
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_unitView.OnStep -= MoveEnd;
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_unitView.OnAttackEnd -= AttackEnd;
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_unitView.OnAttack -= Attacking;
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_unitView.OnHit -= Damage;
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_isAlive = false;
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_animator.SetTrigger("Death");
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}
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public void StartAttack()
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{
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if (!_isBusy && _unitView.Shoot())
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{
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_isBusy = true;
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if (!_direction.Equals(Vector2.zero))
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RotateUnit(_direction);
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_animator.SetTrigger("Attack");
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}
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}
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private void RotateUnit(Vector2 direction)
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{
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_unitView.transform.DOLookAt(new Vector3(direction.x, 0, direction.y) + _unitView.transform.position,
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0.1f);
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}
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public void Aim(Vector2 direction)
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{
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_unitView.AimCanvas.transform.LookAt(
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new Vector3(direction.x, 0, direction.y) + _unitView.transform.position);
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_direction = direction;
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}
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private void Damage(int dmg)
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{
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if (_hp - dmg <= 0f)
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{
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Death();
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}
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_hp -= dmg;
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UpdateBarCanvas();
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}
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}
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} |