Movement/MovementController.cs

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C#
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using System;
using System.Collections.Generic;
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using Syntriax.Modules.ToggleState;
using UnityEngine;
namespace Syntriax.Modules.Movement
{
public class MovementController : MonoBehaviour, IMovementController
{
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);
}
}
public List<IMovement> Movements { get; protected set; } = null;
protected IToggleState toggleState = null;
protected virtual void Awake()
=> Movements = new List<IMovement>(32);
protected virtual void Start()
{
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if (GetComponent<Implementations.DefaultMovement>() == null)
gameObject.AddComponent<Implementations.DefaultMovement>();
RecacheMovements();
toggleState = GetComponent<IToggleState>();
}
protected virtual void FixedUpdate()
{
if (!toggleState.IsToggledNullChecked())
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;
}
}
public void Move(float x = 0, float y = 0, float z = 0)
=> ActiveMovement?.Move(x, y, z);
}
}