Added IMovementController.Move method & Added Some Documentation
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@ -8,22 +8,22 @@ namespace Syntriax.Modules.Movement
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{
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protected IToggleState toggleState = null;
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protected IMovementController movementController = null;
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private bool _canTakeOver = false;
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public float BaseSpeed { get; set; } = 1f;
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public float MovementMultiplier { get; set; } = 1f;
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public Action<bool> OnTakeOverStateChanged { get; set; } = null;
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private bool _canTakeOver = false;
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public bool CanTakeOver
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{
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get => _canTakeOver;
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protected set
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{
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bool isNewValue = _canTakeOver != value;
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bool oldValue = _canTakeOver;
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_canTakeOver = value;
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if (isNewValue)
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if (oldValue != value)
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OnTakeOverStateChanged?.Invoke(value);
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}
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}
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@ -45,12 +45,14 @@ namespace Syntriax.Modules.Movement
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movementController.OnMovementActivated += OnActivated;
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movementController.OnMovementDeactivated += OnDeactivated;
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}
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private void OnActivated(IMovement movement)
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{
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if ((object)movement != this)
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return;
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OnActivated();
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}
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private void OnDeactivated(IMovement movement)
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{
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if ((object)movement != this)
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@ -3,6 +3,13 @@ using UnityEngine;
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namespace Syntriax.Modules.Movement.Config
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{
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/// <summary>
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/// The Singleton factory responsible for loading and applying <see cref="MovementDefinition"/>s,
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/// </summary>
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/// <remarks>
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/// <para> Looks for the path specified in the variable <see cref="ResourceDirectoryToDefinitions"/></para>
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/// <para> The default path is "Resources/Modules/Syntriax/Movement/Definitions/"</para>
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/// </remarks>
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public class MovementDefinitionFactory : MonoBehaviour
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{
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private const string Name = "Movement Definition Factory";
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@ -41,6 +48,13 @@ namespace Syntriax.Modules.Movement.Config
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Destroy(this);
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}
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/// <summary>
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/// Initializes the factory, if already initialized reinitializes
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/// </summary>
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/// <remarks>
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/// <para> Automatically loads the definition files specificed path <see cref="ResourceDirectoryToDefinitions"/></para>
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/// <para> The default is "Resources/Modules/Syntriax/Movement/Definitions/"</para>
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/// </remarks>
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public void Initialize()
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{
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if (_definitions == null)
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@ -52,20 +66,36 @@ namespace Syntriax.Modules.Movement.Config
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AddToFactoryWithJSON(definitionTextAsset.text);
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}
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/// <summary>
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/// Manually registers a <see cref="MovementDefinition"/> to the factory with a JSON <see cref="string"/>
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/// </summary>
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/// <param name="definitionJSONText">A <see cref="string"/> of a <see cref="MovementDefinition"/> in JSON</param>
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public void AddToFactoryWithJSON(string definitionJSONText)
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{
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MovementDefinition movementDefinition = JsonUtility.FromJson<MovementDefinition>(definitionJSONText);
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AddDefinitionToFactory(movementDefinition);
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}
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/// <summary>
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/// Clears all the definitions in the factory
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/// </summary>
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/// <remarks>
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/// Does not reinitialize, please call <see cref="Initialize"/> to initialize it back
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/// </remarks>
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public void Reset() => _definitions?.Clear();
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/// <summary>
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/// Registers a list of <see cref="MovementDefinition"/>s to the factory
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/// </summary>
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public void AddDefinitionsToFactory(List<MovementDefinition> movementDefinitions)
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{
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foreach (MovementDefinition movementDefinition in movementDefinitions)
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AddDefinitionToFactory(movementDefinition);
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}
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/// <summary>
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/// Registers a single <see cref="MovementDefinition"/> to the factory
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/// </summary>
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public void AddDefinitionToFactory(MovementDefinition movementDefinition)
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{
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if (Definitions.ContainsKey(movementDefinition.Name))
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@ -74,6 +104,12 @@ namespace Syntriax.Modules.Movement.Config
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Definitions.Add(movementDefinition.Name, movementDefinition);
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}
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/// <summary>
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/// Searches for the <see cref="MovementDefinition"/> in the factory and applies it to the <see cref="GameObject"/>
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject"/> that the <see cref="MovementDefinition"/> will be applied to</param>
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/// <param name="definitionName">The registered <see cref="MovementDefinition"/>'s name that will be applied to the provided <see cref="GameObject"/></param>
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/// <exception cref="System.ArgumentException">When the provided <see cref="MovementDefinition"/> name is not registered in the factory</exception>
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public void ApplyDefinitionToGameObject(GameObject gameObject, string definitionName)
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{
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if (!Definitions.ContainsKey(definitionName))
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@ -82,6 +118,11 @@ namespace Syntriax.Modules.Movement.Config
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ApplyDefinitionToGameObject(gameObject, Definitions[definitionName]);
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}
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/// <summary>
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/// Applies the provided <see cref="MovementDefinition"/> to the <see cref="GameObject"/>
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject"/> that the <see cref="MovementDefinition"/> will be applied to</param>
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/// <param name="definition">The <see cref="MovementDefinition"/> that will be applied to the provided <see cref="GameObject"/></param>
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public void ApplyDefinitionToGameObject(GameObject gameObject, MovementDefinition definition)
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{
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foreach (MovementConfig movementConfig in definition.MovementConfigs)
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18
IMovement.cs
18
IMovement.cs
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@ -5,13 +5,31 @@ namespace Syntriax.Modules.Movement
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public interface IMovement
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{
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float BaseSpeed { get; set; }
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/// <summary>
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/// The value will be multiplied with the <see cref="BaseSpeed"/> value
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/// </summary>
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float MovementMultiplier { get; set; }
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/// <summary>
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/// If the <see cref="IMovement"/> can be taken over by the <see cref="IMovementController"/>s as the <see cref="IMovementController.ActiveMovement"/>
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/// </summary>
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bool CanTakeOver { get; }
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/// <summary>
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/// Called everytime the <see cref="CanTakeOver"/> field is changed
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/// </summary>
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/// <value>The new value of <see cref="CanTakeOver"/></value>
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Action<bool> OnTakeOverStateChanged { get; set; }
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/// <summary>
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/// Updates the movement data on the <see cref="IMovement"/>
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/// </summary>
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void Move(float x = 0f, float y = 0f, float z = 0f);
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/// <summary>
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/// Applies the movement that was passed on with the <see cref="Move"/> method
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/// </summary>
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void ApplyMovement();
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}
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}
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@ -5,12 +5,36 @@ namespace Syntriax.Modules.Movement
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{
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public interface IMovementController
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{
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/// <summary>
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/// Currently active <see cref="IMovement"/>
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/// </summary>
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IMovement ActiveMovement { get; }
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/// <summary>
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/// List of all <see cref="IMovement"/>s controlled by this controller, can be updated by calling <see cref="RecacheMovements"/> method
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/// </summary>
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List<IMovement> Movements { get; }
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/// <summary>
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/// Called when a <see cref="IMovement"/> is deactivated when another <see cref="IMovement"/> takes over it's place
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/// </summary>
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/// <value>Deactived <see cref="IMovement"/></value>
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Action<IMovement> OnMovementDeactivated { get; set; }
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/// <summary>
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/// Called when a new <see cref="IMovement"/> takes over by the controller
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/// </summary>
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/// <value>Actived <see cref="IMovement"/></value>
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Action<IMovement> OnMovementActivated { get; set; }
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/// <summary>
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/// Updates the <see cref="Movements"/> list
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/// </summary>
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void RecacheMovements();
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/// <summary>
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/// Apply the movement data that <see cref="IMovement"/>s will use
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/// </summary>
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void Move(float x = 0, float y = 0, float z = 0);
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}
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}
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@ -0,0 +1,19 @@
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using UnityEngine;
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namespace Syntriax.Modules.Movement
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{
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public static class IMovementControllerExtensions
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{
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/// <summary>
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/// Calls <see cref="IMovementController.Move"/> with a <see cref="Vector2"/>'s values accordingly, leaving the z parameter 0
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/// </summary>
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public static void Move(this IMovementController movementController, Vector2 moveVector)
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=> movementController.ActiveMovement?.Move(moveVector.x, moveVector.y, 0f);
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/// <summary>
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/// Calls <see cref="IMovementController.Move"/> with a <see cref="Vector3"/>'s values accordingly
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/// </summary>
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public static void Move(this IMovementController movementController, Vector3 moveVector)
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=> movementController.ActiveMovement?.Move(moveVector.x, moveVector.y, moveVector.z);
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4fef99ac1b1716848ad4b8462a03ebce
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -4,9 +4,15 @@ namespace Syntriax.Modules.Movement
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{
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public static class IMovementExtensions
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{
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/// <summary>
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/// Applies a <see cref="Vector2"/> parameter into the <see cref="IMovement"/>'s <see cref="IMovement.Move(x, y, z)"/> method by applying the vector's X and Y values accordingly
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/// </summary>
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public static void Move(this IMovement movement, Vector2 moveVector)
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=> movement.Move(moveVector.x, moveVector.y);
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/// <summary>
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/// Applies a <see cref="Vector3"/> parameter into the <see cref="IMovement"/>'s <see cref="IMovement.Move(x, y, z)"/> method by applying the vector's X, Y and Z values accordingly
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/// </summary>
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public static void Move(this IMovement movement, Vector3 moveVector)
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=> movement.Move(moveVector.x, moveVector.y, moveVector.z);
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}
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@ -79,5 +79,8 @@ namespace Syntriax.Modules.Movement
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try { ActiveMovement = Movements[Movements.Count - 1]; }
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catch (System.Exception) { Debug.LogError("Movement Controller component needs at least one Monobehaviour attached that implements IMovement interface", this); }
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}
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public void Move(float x = 0, float y = 0, float z = 0)
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=> ActiveMovement?.Move(x, y, z);
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}
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}
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