Variable Movement Removed Temporarily

This commit is contained in:
Syntriax 2022-11-14 12:45:56 +03:00
parent 99f5cf4fa4
commit 364fc6b935
26 changed files with 1 additions and 550 deletions

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@ -6,14 +6,12 @@ namespace Syntriax.Modules.Movement.Config
public struct MovementDefinition
{
public string Name;
public string DefaultVariableMovement;
public MovementConfig[] MovementConfigs;
public string[] MonoBehaviours;
public MovementDefinition(string name, string defaultVariableMovement, MovementConfig[] movementConfigs, string[] monoBehaviours)
public MovementDefinition(string name, MovementConfig[] movementConfigs, string[] monoBehaviours)
{
Name = name;
DefaultVariableMovement = defaultVariableMovement;
MovementConfigs = movementConfigs;
MonoBehaviours = monoBehaviours;
}

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@ -1,5 +1,4 @@
using System.Collections.Generic;
using Syntriax.Modules.Movement.VariableMovement;
using UnityEngine;
namespace Syntriax.Modules.Movement.Config
@ -94,13 +93,6 @@ namespace Syntriax.Modules.Movement.Config
if (definition.MonoBehaviours != null)
foreach (string monoBehaviours in definition.MonoBehaviours)
MovementFactory.Instance.AddToGameObject(gameObject, monoBehaviours);
if (string.IsNullOrEmpty(definition.DefaultVariableMovement))
return;
IVariableMovementController variableMovementController = gameObject.GetComponent<IVariableMovementController>();
VMCollection collection = VariableMovementFactory.Instance.Collections[definition.DefaultVariableMovement];
variableMovementController?.LoadVariableMovementCollection(collection);
}
#if UNITY_EDITOR

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@ -1,106 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using Syntriax.Modules.Movement.VariableMovement;
namespace Syntriax.Modules.Movement.Config
{
public class VariableMovementFactory : MonoBehaviour
{
private const string Name = "Variable Movement Factory";
private const int InitialCapacity = 64;
private const string ResourceDirectoryToCollections = "Modules/Syntriax/Movement/Variable Movement/Collections/";
private static VariableMovementFactory _instance = null;
public static VariableMovementFactory Instance
{
get
{
if (_instance == null)
_instance = new GameObject(Name).AddComponent<VariableMovementFactory>();
return _instance;
}
}
private Dictionary<string, VMCollection> _collections = null;
public Dictionary<string, VMCollection> Collections
{
get
{
if (_collections == null)
Initialize();
return _collections;
}
}
private void Start()
{
if (_instance == this)
return;
Destroy(this);
}
public void Initialize()
{
if (_collections == null)
_collections = new Dictionary<string, VMCollection>(InitialCapacity);
Reset();
foreach (TextAsset definitionTextAsset in UnityEngine.Resources.LoadAll<TextAsset>(ResourceDirectoryToCollections))
AddToFactoryWithJSON(definitionTextAsset.text);
}
public void AddToFactoryWithJSON(string definitionJSONText)
{
VMCollection collectionDefinition = JsonUtility.FromJson<VMCollection>(definitionJSONText);
AddCollectionToFactory(collectionDefinition);
}
public void Reset() => _collections?.Clear();
public void AddCollectionsToFactory(List<VMCollection> collections)
{
foreach (VMCollection collection in collections)
AddCollectionToFactory(collection);
}
public void AddCollectionToFactory(VMCollection collection)
{
if (Collections.ContainsKey(collection.Name))
throw new System.ArgumentException($"{collection.Name} is already in the {Name}");
Collections.Add(collection.Name, collection);
}
// public Component AddToGameObject(GameObject gameObject, string name)
// {
// if (!Collections.ContainsKey(name))
// throw new ArgumentException($"The key \"{ name }\" does not exists in the current Movement Factory");
// return gameObject.AddComponent(Collections[name]);
// }
public string GetTypeName(Type type)
{
if (string.IsNullOrEmpty(type.Namespace))
return type.Name;
return $"{type.Namespace}.{type.Name}";
}
#if UNITY_EDITOR
public void SaveCollection(VMCollection collection)
{
string jsonText = JsonUtility.ToJson(collection, true);
string path = $"Assets/Resources/{ResourceDirectoryToCollections}{collection.Name}.json";
System.IO.File.WriteAllText(path, jsonText);
}
#endif
}
}

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@ -1,7 +0,0 @@
namespace Syntriax.Modules.Movement.VariableMovement
{
public interface IVariableMovement
{
VMAsset Asset { get; set; }
}
}

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@ -1,14 +0,0 @@
using System;
using UnityEngine.InputSystem;
namespace Syntriax.Modules.Movement.VariableMovement
{
public interface IVariableMovementController
{
IVariableMovement ActiveVariableMovement { get; }
Action<IVariableMovement> OnVariableMovementChanged { get; set; }
IInputActionCollection InputActionCollection { get; set; }
void LoadVariableMovementCollection(VMCollection collection);
}
}

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@ -1,12 +0,0 @@
using System;
using UnityEngine.InputSystem;
namespace Syntriax.Modules.Movement.VariableMovement
{
public interface IVariableMovementWithState : IVariableMovement
{
bool Enabled { get; set; }
Action<bool> OnToggleStateChanged { get; set; }
IInputActionCollection InputCollection { set; }
}
}

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@ -1,10 +0,0 @@
using UnityEngine;
namespace Syntriax.Modules.Movement.VariableMovement
{
[CreateAssetMenu(fileName = "VMAsset", menuName = "Syntriax/Modules/Movement/Variable Movement/Asset", order = 0)]
public class VMAssetSO : ScriptableObject
{
public VMAsset asset;
}
}

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@ -1,10 +0,0 @@
using UnityEngine;
namespace Syntriax.Modules.Movement.VariableMovement
{
[CreateAssetMenu(fileName = "VMCollection", menuName = "Syntriax/Modules/Movement/Variable Movement/Collection", order = 0)]
public class VMCollectionSO : ScriptableObject
{
public VMCollection collection;
}
}

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@ -1,19 +0,0 @@
using System;
namespace Syntriax.Modules.Movement.VariableMovement
{
[Serializable]
public struct VMAsset
{
public string Name;
public float Multiplier;
public string ActionReference;
public VMAsset(string name, float multiplier, string actionReference)
{
Name = name;
Multiplier = multiplier;
ActionReference = actionReference;
}
}
}

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@ -1,19 +0,0 @@
using System;
namespace Syntriax.Modules.Movement.VariableMovement
{
[Serializable]
public struct VMCollection
{
public string Name;
public VMAsset DefaultAsset;
public VMAsset[] VMAssets;
public VMCollection(string name, VMAsset defaultAsset, VMAsset[] vMAssets)
{
Name = name;
DefaultAsset = defaultAsset;
VMAssets = vMAssets;
}
}
}

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@ -1,11 +0,0 @@
namespace Syntriax.Modules.Movement.VariableMovement
{
public class VariableMovement : IVariableMovement
{
public VMAsset Asset { get; set; }
public VariableMovement() { }
public VariableMovement(VMAsset asset)
=> Asset = asset;
}
}

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@ -1,114 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Syntriax.Modules.Movement.VariableMovement
{
public class VariableMovementController : MonoBehaviour, IVariableMovementController
{
public Action<IVariableMovement> OnVariableMovementChanged { get; set; } = null;
private IInputActionCollection _inputActionCollection = null;
public IInputActionCollection InputActionCollection
{
get => _inputActionCollection;
set
{
_inputActionCollection = value;
foreach (IVariableMovementWithState variableMovement in variableMovementsWithState)
variableMovement.InputCollection = value;
}
}
private IVariableMovement _activeVariableMovement = null;
public IVariableMovement ActiveVariableMovement
{
get => _activeVariableMovement;
protected set
{
_activeVariableMovement = value;
OnVariableMovementChanged.Invoke(value);
if (movementController != null)
SetMultiplierToActiveMovement(movementController.ActiveMovement);
}
}
protected bool isSet = false;
protected IMovementController movementController = null;
protected IVariableMovement defaultVariableMovement = null;
protected List<IVariableMovementWithState> variableMovementsWithState = null;
protected VMCollection collection;
protected virtual void Awake()
{
defaultVariableMovement = new VariableMovement();
variableMovementsWithState = new List<IVariableMovementWithState>(16);
}
protected virtual void Start()
{
movementController = GetComponent<IMovementController>();
movementController.OnMovementActivated += SetMultiplierToActiveMovement;
movementController.OnMovementDeactivated += ResetMultiplierToDefault;
}
private void ResetMultiplierToDefault(IMovement currentMovement)
{
if (!isSet)
return;
currentMovement.MovementMultiplier = defaultVariableMovement.Asset.Multiplier;
}
protected void SetMultiplierToActiveMovement(IMovement currentMovement)
{
if (!isSet)
return;
currentMovement.MovementMultiplier = ActiveVariableMovement.Asset.Multiplier;
}
public void LoadVariableMovementCollection(VMCollection collection)
{
this.collection = collection;
isSet = true;
UnsubscribeFromMovements();
variableMovementsWithState.Clear();
foreach (VMAsset asset in collection.VMAssets)
variableMovementsWithState.Add(new VariableMovementWithState(asset, InputActionCollection));
defaultVariableMovement.Asset = collection.DefaultAsset;
SubscribeToMovements();
UpdateActiveVariableMovement();
}
protected virtual void SubscribeToMovements()
{
foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
variableMovementWithState.OnToggleStateChanged += VariableMovementStateListener;
}
protected virtual void UnsubscribeFromMovements()
{
foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
variableMovementWithState.OnToggleStateChanged -= VariableMovementStateListener;
}
private void VariableMovementStateListener(bool arg0) => UpdateActiveVariableMovement();
protected virtual void UpdateActiveVariableMovement()
{
foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
if (variableMovementWithState.Enabled)
{
ActiveVariableMovement = variableMovementWithState;
return;
}
ActiveVariableMovement = defaultVariableMovement;
}
}
}

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@ -1,80 +0,0 @@
using System;
using UnityEngine.InputSystem;
namespace Syntriax.Modules.Movement.VariableMovement
{
public class VariableMovementWithState : IVariableMovementWithState
{
public Action<bool> OnToggleStateChanged { get; set; } = null;
private bool _enabled = false;
public bool Enabled
{
get => _enabled;
set
{
bool isNewValue = _enabled != value;
_enabled = value;
if (isNewValue)
OnToggleStateChanged.Invoke(value);
}
}
private VMAsset _asset;
public VMAsset Asset
{
get => _asset;
set
{
UpdateBindings();
_asset = value;
Enabled = false;
}
}
private IInputActionCollection _inputCollection = null;
public IInputActionCollection InputCollection
{
set
{
if (_inputCollection == value)
return;
_inputCollection = value;
UpdateBindings();
}
}
protected InputAction actionReference = null;
public VariableMovementWithState(VMAsset asset, IInputActionCollection inputCollection)
{
InputCollection = inputCollection;
Asset = asset;
}
protected void Cancelled(InputAction.CallbackContext obj) => Enabled = false;
protected void Performed(InputAction.CallbackContext obj) => Enabled = true;
protected void UpdateBindings()
{
if (actionReference != null)
{
actionReference.performed -= Performed;
actionReference.canceled -= Cancelled;
}
if (_inputCollection != null)
foreach (InputAction action in _inputCollection)
if (action.name == Asset.ActionReference)
{
actionReference = action;
actionReference.performed += Performed;
actionReference.canceled += Cancelled;
break;
}
}
}
}

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