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