78 lines
2.4 KiB
C#
78 lines
2.4 KiB
C#
using System;
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using Syntriax.Modules.State;
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using UnityEngine;
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namespace Syntriax.Modules.Movement
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{
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public abstract class MovementBase : MonoBehaviour, IMovement
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{
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protected IStateEnable stateEnable = null;
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protected IMovementController movementController = null;
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[SerializeField] private float _baseSpeed = 1f;
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public float BaseSpeed { get => _baseSpeed; set => _baseSpeed = value; }
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[SerializeField] private float _movementMultiplier = 1f;
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public float MovementMultiplier { get => _movementMultiplier; set => _movementMultiplier = value; }
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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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if (value == _canTakeOver)
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return;
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_canTakeOver = value;
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OnTakeOverStateChanged?.Invoke(value);
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}
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}
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/// <inheritdoc/>
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public abstract void ApplyMovement();
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public abstract void Move(float x = 0, float y = 0, float z = 0);
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/// <summary>
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/// Called when this <see cref="IMovement"/> is activated.
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/// </summary>
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protected abstract void OnActivated();
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/// <summary>
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/// Called when this <see cref="IMovement"/> is deactivated.
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/// </summary>
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protected abstract void OnDeactivated();
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protected virtual void Start()
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{
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stateEnable = GetComponent<IStateEnable>();
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movementController = GetComponent<IMovementController>();
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movementController.OnMovementActivated += OnActivated;
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movementController.OnMovementDeactivated += OnDeactivated;
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}
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/// <summary>
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/// Called when the <see cref="IMovementController"/> activates one of it's <see cref="IMovement"/>s.
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/// </summary>
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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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/// <summary>
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/// Called when the <see cref="IMovementController"/> activates one of it's <see cref="IMovement"/>s.
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/// </summary>
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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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return;
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OnDeactivated();
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}
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}
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}
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