BREAKING CHANGE: State 0.2.0

This commit is contained in:
Syntriax 2023-03-20 23:46:17 +03:00
parent 7d409495b1
commit 42c81ada1d
5 changed files with 22 additions and 21 deletions

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@ -1,6 +1,6 @@
# Action
## Dependencies
1. [ToggleState Module](https://git.syntriax.com/Syntriax/ToggleState)
1. [State Module](https://git.syntriax.com/Syntriax/State)
Make sure to separately clone these modules along with this one too.

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@ -1,20 +1,18 @@
using System;
using Syntriax.Modules.ToggleState;
using Syntriax.Modules.State;
using UnityEngine;
namespace Syntriax.Modules.Action
{
public abstract class ActionBase : MonoBehaviour, IAction
{
public IToggleState MemberToggleState { get; protected set; } = null;
public IStateEnable StateEnable { get; protected set; } = null;
public Action<IAction> OnActivated { get; set; } = null;
protected IToggleState toggleState = null;
protected virtual void Awake()
{
toggleState = GetComponent<IToggleState>();
MemberToggleState = new ToggleStateMember(true);
StateEnable = new StateEnableMember(true);
OnActivated += (_) => OnActionActivated();
}
@ -24,7 +22,7 @@ namespace Syntriax.Modules.Action
protected abstract void OnActionActivated();
public virtual void Activate()
{
if (!MemberToggleState.IsToggledNullChecked() || !toggleState.IsToggledNullChecked())
if (!StateEnable.IsEnabledNullChecked())
return;
OnActivated?.Invoke(this);

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@ -1,5 +1,5 @@
using System;
using Syntriax.Modules.ToggleState;
using Syntriax.Modules.State;
namespace Syntriax.Modules.Action
{
@ -19,7 +19,7 @@ namespace Syntriax.Modules.Action
protected abstract void OnActionDeactivated();
public virtual void Deactivate()
{
if (!MemberToggleState.IsToggledNullChecked() || !toggleState.IsToggledNullChecked())
if (!StateEnable.IsEnabledNullChecked())
return;
OnDeactivated?.Invoke(this);

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@ -1,14 +1,14 @@
using System;
using Syntriax.Modules.ToggleState;
using Syntriax.Modules.State;
namespace Syntriax.Modules.Action
{
public interface IAction
{
/// <summary>
/// The member <see cref="IToggleState"/> the Action uses to check if it's active or not
/// The member <see cref="IStateEnable"/> the Action uses to check if it's active or not
/// </summary>
IToggleState MemberToggleState { get; }
IStateEnable StateEnable { get; }
/// <summary>
/// Called when the <see cref="IAction"/> is Activated

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@ -1,10 +1,10 @@
using Syntriax.Modules.ToggleState;
using Syntriax.Modules.State;
using UnityEngine;
namespace Syntriax.Modules.Action.Samples
{
[RequireComponent(typeof(Rigidbody2D))]
public class PlatformerJump : ActionBaseWithDeactivation
public class PlatformerJump : ActionWithDeactivation
{
[SerializeField] private float jumpSpeed = 10f;
public float JumpSpeed { get => jumpSpeed; set => jumpSpeed = value; }
@ -25,22 +25,25 @@ namespace Syntriax.Modules.Action.Samples
set => suspensionMultiplier = value * Time.fixedDeltaTime;
}
protected IToggleState gameObjectToggleState = null;
protected IStateEnable gameObjectStateEnable = null;
protected bool airSuspension = false;
protected Rigidbody2D rigid = null;
protected virtual void Start()
{
rigid = GetComponent<Rigidbody2D>();
gameObjectToggleState = GetComponent<IToggleState>();
gameObjectStateEnable = GetComponent<IStateEnable>();
FallMultiplier = fallMultiplier;
SuspensionMultiplier = suspensionMultiplier;
OnActivated += _ => OnActionDeactivated();
OnDeactivated += _ => OnActionActivated();
}
protected virtual void FixedUpdate()
{
if (!MemberToggleState.IsToggledNullChecked() || !gameObjectToggleState.IsToggledNullChecked())
if (!StateEnable.IsEnabledNullChecked() || !gameObjectStateEnable.IsEnabledNullChecked())
return;
if (rigid.velocity.y < FallThreshold)
@ -59,17 +62,17 @@ namespace Syntriax.Modules.Action.Samples
rigid.velocity = velocity;
}
protected override void OnActionDeactivated()
protected void OnActionDeactivated()
{
if (!gameObjectToggleState.IsToggledNullChecked())
if (!gameObjectStateEnable.IsEnabledNullChecked())
return;
airSuspension = false;
}
protected override void OnActionActivated()
protected void OnActionActivated()
{
if (!gameObjectToggleState.IsToggledNullChecked())
if (!gameObjectStateEnable.IsEnabledNullChecked())
return;
Jump();