Movement/2D/MovementController.cs

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using System.Collections.Generic;
using Syntriax.Modules.Movement.State;
using UnityEngine;
using UnityEngine.Events;
namespace Syntriax.Modules.Movement
{
public class MovementController : MonoBehaviour, IMovementController
{
public UnityEvent<IMovement> OnMovementChanged { get; protected set; } = null;
private IMovement _activeMovement = null;
public IMovement ActiveMovement
{
get => _activeMovement;
protected set
{
_activeMovement = value;
OnMovementChanged.Invoke(value);
}
}
public List<IMovement> Movements { get; protected set; } = null;
protected IToggleState toggleState = null;
protected virtual void Awake()
{
OnMovementChanged = new UnityEvent<IMovement>();
Movements = new List<IMovement>(32);
}
protected virtual void Start()
{
toggleState = GetComponent<IToggleState>();
RecacheMovements();
}
protected virtual void FixedUpdate()
{
if (!toggleState.Toggled)
return;
ActiveMovement.ApplyMovement();
}
public virtual void RecacheMovements()
{
foreach (IMovement movement in Movements)
movement.OnTakeOverStateChanged.RemoveListener(OnTakeOverListener);
Movements.Clear();
GetComponents<IMovement>(Movements);
UpdateActiveMovement();
foreach (IMovement movement in Movements)
movement.OnTakeOverStateChanged.AddListener(OnTakeOverListener);
}
private void OnTakeOverListener(bool arg0) => UpdateActiveMovement();
protected virtual void UpdateActiveMovement()
{
foreach (IMovement movement in Movements)
if (movement.CanTakeOver)
{
ActiveMovement = movement;
return;
}
ActiveMovement = Movements[Movements.Count - 1];
}
}
}