105 lines
3.2 KiB
C#
105 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Syntriax.Modules.ToggleState;
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using UnityEngine;
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namespace Syntriax.Modules.Movement
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{
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public class MovementController : MonoBehaviour, IMovementController
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{
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public Action<float, float, float> OnMoveCalled { get; set; } = null;
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public Action<IMovement> OnMovementDeactivated { get; set; } = null;
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public Action<IMovement> OnMovementActivated { get; set; } = null;
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private IMovement _activeMovement = null;
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public IMovement ActiveMovement
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{
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get => _activeMovement;
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protected set
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{
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if (_activeMovement == value)
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return;
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IMovement oldMovement = _activeMovement;
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_activeMovement = value;
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if (oldMovement != null)
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OnMovementDeactivated?.Invoke(oldMovement);
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OnMovementActivated?.Invoke(value);
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}
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}
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private bool areBothToggleStatesToggled => ToggleStateMember.IsToggledNullChecked() && toggleStateOnGameObject.IsToggledNullChecked();
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public List<IMovement> Movements { get; protected set; } = new List<IMovement>(32);
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public IToggleState ToggleStateMember { get; protected set; } = new ToggleStateMember(true);
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protected IToggleState toggleStateOnGameObject = null;
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protected virtual void Start()
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{
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if (GetComponent<DefaultMovement>() == null)
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gameObject.AddComponent<DefaultMovement>();
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RecacheMovements();
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toggleStateOnGameObject = GetComponent<IToggleState>();
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toggleStateOnGameObject.OnToggleStateChanged += (_) => InvokeOnMoveAction();
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ToggleStateMember.OnToggleStateChanged += (_) => InvokeOnMoveAction();
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}
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protected virtual void FixedUpdate()
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{
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if (!areBothToggleStatesToggled)
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return;
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ActiveMovement?.ApplyMovement();
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}
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public virtual void RecacheMovements()
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{
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foreach (IMovement movement in Movements)
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movement.OnTakeOverStateChanged -= OnTakeOver;
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Movements.Clear();
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GetComponents<IMovement>(Movements);
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UpdateActiveMovement();
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foreach (IMovement movement in Movements)
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movement.OnTakeOverStateChanged += OnTakeOver;
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}
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private void OnTakeOver(bool arg0) => UpdateActiveMovement();
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protected virtual void UpdateActiveMovement()
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{
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foreach (IMovement movement in Movements)
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if (movement.CanTakeOver)
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{
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ActiveMovement = movement;
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return;
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}
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}
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private Vector3 lastMove = Vector3.zero;
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public void Move(float x = 0, float y = 0, float z = 0)
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{
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ActiveMovement?.Move(x, y, z);
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(lastMove.x, lastMove.y, lastMove.z) = (x, y, z);
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InvokeOnMoveAction();
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}
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private void InvokeOnMoveAction()
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{
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if (!areBothToggleStatesToggled)
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return;
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OnMoveCalled?.Invoke(lastMove.x, lastMove.y, lastMove.z);
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}
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}
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}
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