Run-and-capture/Assets/Scripts/Units/PlayerControl.cs
2022-01-24 05:31:26 +03:00

137 lines
4.1 KiB
C#

using System;
using System.Diagnostics;
using Controller;
using Data;
using DefaultNamespace;
using DG.Tweening;
using GameUI;
using HexFiled;
using Items;
using Runtime.Controller;
using Units;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Chars
{
public class PlayerControl : IFixedExecute, IDisposable
{
private Unit _unit;
private Joystick _moveJoystick;
private Joystick _attackJoystick;
private Joystick _placeJoystick;
private UnitView _unitView;
private Vector2 _attackDircetion;
private PlayerInventoryView _inventoryView;
private Item _itemToPlace;
private HexCell _cellToPlace;
public PlayerControl(Unit unit, PlayerControlView joyView, PlayerInventoryView inventoryView)
{
_unit = unit;
_moveJoystick = joyView.MoveJoystick;
_attackJoystick = joyView.AttackJoystick;
_placeJoystick = joyView.PlaceJoystick;
_placeJoystick.gameObject.SetActive(false);
_unitView = unit.UnitView;
_attackJoystick.OnTouchUp += DoAttack;
_attackJoystick.OnDrug += AimCanvas;
inventoryView.SetUpUI(unit.InventoryCapacity);
_unit.OnItemPickUp += PickUp;
_inventoryView = inventoryView;
inventoryView.OnBuildingInvoked += AimPlaceItem;
_placeJoystick.OnDrug += PlaceItemAim;
_placeJoystick.OnTouchUp += PlaceItem;
}
private void AimPlaceItem(Item item)
{
if (_unit.IsBusy || !_unit.IsAlive) return;
_attackJoystick.gameObject.SetActive(false);
_placeJoystick.gameObject.SetActive(true);
_itemToPlace = item;
}
private void PlaceItem()
{
if(!_unit.IsAlive) return;
switch (_itemToPlace)
{
case Building building:
_unitView.AimCanvas.SetActive(false);
_placeJoystick.gameObject.SetActive(false);
if (_cellToPlace == null)
{
return;
}
building.PlaceItem(_cellToPlace);
break;
case CaptureAbility ability:
ability.UseAbility();
_placeJoystick.gameObject.SetActive(false);
break;
}
_attackJoystick.gameObject.SetActive(true);
}
private void PickUp(Item item)
{
_inventoryView.PickUpItem(item);
}
private void DoAttack()
{
_unitView.AimCanvas.SetActive(false);
_unit.StartAttack();
}
private void AimCanvas(Vector2 attackDir)
{
if (_unit.IsBusy || !_unit.IsAlive) return;
_unitView.AimCanvas.SetActive(true);
_unit.Aim(attackDir);
}
private void PlaceItemAim(Vector2 placeDir)
{
if (_unit.IsBusy || !_unit.IsAlive) return;
switch (_itemToPlace)
{
case Building building:
_unitView.AimCanvas.SetActive(true);
_cellToPlace = _unit.PlaceItemAim(DirectionHelper.VectorToDirection(placeDir));
break;
case CaptureAbility ability:
ability.Aim(DirectionHelper.VectorToDirection(placeDir));
break;
}
}
public void FixedExecute()
{
if (!_unit.IsBusy && _unit.IsAlive && _moveJoystick.Direction != Vector2.zero)
{
_placeJoystick.gameObject.SetActive(false);
_unit.Move(DirectionHelper.VectorToDirection(_moveJoystick.Direction.normalized));
}
}
public void Dispose()
{
_attackJoystick.OnTouchUp -= DoAttack;
_attackJoystick.OnDrug -= AimCanvas;
_placeJoystick.OnDrug -= PlaceItemAim;
_placeJoystick.OnTouchUp -= PlaceItem;
}
}
}