Movement/Runtime/MovementController.cs

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using System;
using System.Collections.Generic;
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using Syntriax.Modules.State;
using UnityEngine;
namespace Syntriax.Modules.Movement
{
public class MovementController : MonoBehaviour, IMovementController
{
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public Action<float, float, float> OnMoveCalled { get; set; } = null;
public Action<IMovement> OnMovementDeactivated { get; set; } = null;
public Action<IMovement> OnMovementActivated { get; set; } = null;
private IMovement _activeMovement = null;
public IMovement ActiveMovement
{
get => _activeMovement;
protected set
{
if (_activeMovement == value)
return;
IMovement oldMovement = _activeMovement;
_activeMovement = value;
if (oldMovement != null)
OnMovementDeactivated?.Invoke(oldMovement);
OnMovementActivated?.Invoke(value);
}
}
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public List<IMovement> Movements { get; protected set; } = new List<IMovement>(32);
private IStateEnable _stateEnable = null;
public IStateEnable StateEnable
{
get
{
_stateEnable = _stateEnable ?? GetComponent<State.IStateEnable>() ?? gameObject.AddComponent<State.StateEnableMonoBehaviour>();
return _stateEnable;
}
}
protected virtual void Start()
{
if (GetComponent<DefaultMovement>() == null)
gameObject.AddComponent<DefaultMovement>();
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RecacheMovements();
StateEnable.OnEnabledChanged += (_) => InvokeOnMoveAction();
OnMovementActivated += (newMovement) => newMovement.Move(lastMove);
}
protected virtual void FixedUpdate()
{
if (!StateEnable.IsEnabledNullChecked())
return;
ActiveMovement?.ApplyMovement();
}
public virtual void RecacheMovements()
{
foreach (IMovement movement in Movements)
movement.OnTakeOverStateChanged -= OnTakeOver;
Movements.Clear();
GetComponents<IMovement>(Movements);
UpdateActiveMovement();
foreach (IMovement movement in Movements)
movement.OnTakeOverStateChanged += OnTakeOver;
}
private void OnTakeOver(bool arg0) => UpdateActiveMovement();
protected virtual void UpdateActiveMovement()
{
foreach (IMovement movement in Movements)
if (movement.CanTakeOver)
{
ActiveMovement = movement;
return;
}
}
private Vector3 lastMove = Vector3.zero;
public void Move(float x = 0, float y = 0, float z = 0)
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{
ActiveMovement?.Move(x, y, z);
(lastMove.x, lastMove.y, lastMove.z) = (x, y, z);
InvokeOnMoveAction();
}
private void InvokeOnMoveAction()
{
if (!StateEnable.IsEnabledNullChecked())
return;
OnMoveCalled?.Invoke(lastMove.x, lastMove.y, lastMove.z);
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}
}
}