using Components; using System.Collections.Generic; using GeometryTD.Entity.EntityData; using UnityEngine; namespace GeometryTD.Entity { public class EnemyEntity : EntityBase { private const float WaypointReachDistance = 0.05f; private Transform _target; private float _speed; private MovementComponent _movementComponent; private readonly List _pathPoints = new List(); private int _pathPointIndex; private bool _isDespawnRequested; protected override void OnInit(object userData) { base.OnInit(userData); _movementComponent = GetComponent(); } protected override void OnShow(object userData) { base.OnShow(userData); _target = null; _pathPoints.Clear(); _pathPointIndex = 0; _isDespawnRequested = false; if (userData is EnemyData enemyData) { _speed = enemyData.Speed; _target = enemyData.Player; if (enemyData.HasPath) { IReadOnlyList pathPoints = enemyData.PathPoints; for (int i = 0; i < pathPoints.Count; i++) { _pathPoints.Add(pathPoints[i]); } } } _movementComponent.OnInit(_speed, CachedTransform); _movementComponent.SetMove(true); } protected override void OnUpdate(float elapseSeconds, float realElapseSeconds) { base.OnUpdate(elapseSeconds, realElapseSeconds); if (_pathPoints.Count > 0) { UpdatePathMovement(elapseSeconds, realElapseSeconds); return; } } protected override void OnHide(bool isShutdown, object userData) { _movementComponent.SetMove(false); _pathPoints.Clear(); _pathPointIndex = 0; _isDespawnRequested = false; base.OnHide(isShutdown, userData); } private void UpdatePathMovement(float elapseSeconds, float realElapseSeconds) { if (_isDespawnRequested) { return; } if (_pathPointIndex >= _pathPoints.Count) { DespawnOnReachHouse(); return; } Vector3 direction = GetDirectionToPathPoint(_pathPoints[_pathPointIndex], out float distanceSquared); if (distanceSquared <= WaypointReachDistance * WaypointReachDistance) { _pathPointIndex++; if (_pathPointIndex >= _pathPoints.Count) { DespawnOnReachHouse(); return; } direction = GetDirectionToPathPoint(_pathPoints[_pathPointIndex], out _); } if (direction.sqrMagnitude <= Mathf.Epsilon) { _movementComponent.SetMove(false); return; } _movementComponent.SetMove(true); _movementComponent.SetDirection(direction); _movementComponent.OnUpdate(elapseSeconds, realElapseSeconds); } private Vector3 GetDirectionToPathPoint(Vector3 worldPoint, out float distanceSquared) { Vector3 delta = worldPoint - CachedTransform.position; distanceSquared = delta.sqrMagnitude; if (distanceSquared <= Mathf.Epsilon) { return Vector3.zero; } return delta.normalized; } private void DespawnOnReachHouse() { if (_isDespawnRequested) { return; } _isDespawnRequested = true; _movementComponent.SetMove(false); GameEntry.Entity.HideEntity(Entity); } } }