vampire-like/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponBase.cs

322 lines
9.9 KiB
C#

using System.Collections.Generic;
using Components;
using Definition.DataStruct;
using Definition.Enum;
using Entity.EntityData;
using GameFramework;
using CustomUtility;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity.Weapon
{
public enum WeaponStateType
{
Disabled,
Attack,
Idle,
Check_OutRange,
Check_InRange,
}
/// <summary>
/// 武器类。
/// </summary>
public abstract class WeaponBase : EntityBase
{
protected const string AttachPoint = "Weapon Point";
protected bool _isAttacking = false;
[SerializeField] protected bool _isEnabled = false;
public WeaponData WeaponData { get; protected set; }
public bool IsAttacking => _isAttacking;
protected ITargetSelector TargetSelector { get; set; }
protected Dictionary<WeaponStateType, WeaponStateBase> _states;
protected WeaponStateBase _currentState;
protected EntityBase _target;
protected float _currAttackTimer;
protected float _sqrRange;
protected StatProperty AttackStat { get; private set; } = new();
private StatComponent _attackStatComponent;
private System.Action<StatModifier, bool> _attackStatCallback;
private static readonly List<EntityBase> s_EmptyCandidates = new();
#region Lifecycle
protected override void OnInit(object userData)
{
base.OnInit(userData);
if (TargetSelector == null)
{
TargetSelector = CreateSelector(DefaultTargetSelectorType);
}
}
protected sealed override void OnShow(object userData)
{
base.OnShow(userData);
if (!OnWeaponShow(userData)) return;
EnsureStatesBuilt();
TransitionTo(InitialState);
}
protected sealed override void OnHide(bool isShutdown, object userData)
{
ReleaseAttackStatSubscription();
OnWeaponHide(userData);
base.OnHide(isShutdown, userData);
}
protected sealed override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
{
base.OnAttachTo(parentEntity, parentTransform, userData);
Name = Utility.Text.Format("Weapon of {0}", parentEntity.Name);
CachedTransform.localPosition = Vector3.zero;
OnWeaponAttach(parentEntity, parentTransform, userData);
}
protected sealed override void OnDetachFrom(EntityLogic parentEntity, object userData)
{
OnWeaponDetach(parentEntity, userData);
base.OnDetachFrom(parentEntity, userData);
}
protected virtual bool OnWeaponShow(object userData) => true;
protected virtual void OnWeaponHide(object userData)
{
}
protected virtual void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData)
{
}
protected virtual void OnWeaponDetach(EntityLogic parentEntity, object userData)
{
}
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
if (!_isEnabled) return;
_currentState?.OnUpdate(elapseSeconds, realElapseSeconds);
}
#endregion
public abstract ImpactData GetImpactData();
protected abstract void Attack();
protected abstract void Check();
protected abstract void BuildStates();
protected virtual WeaponStateType InitialState => WeaponStateType.Idle;
protected virtual TargetSelectorType DefaultTargetSelectorType => TargetSelectorType.Nearest;
protected void RegisterState(WeaponStateBase state)
{
if (state == null)
{
Log.Error("Weapon state is invalid.");
return;
}
state.OnInit(this);
_states[state.State] = state;
}
protected void EnsureStatesBuilt()
{
if (_states != null) return;
_states = new Dictionary<WeaponStateType, WeaponStateBase>();
BuildStates();
}
protected virtual void TransitionTo(WeaponStateType newState)
{
if (_states == null || !_states.TryGetValue(newState, out var nextState))
{
Log.Error("Weapon state not found: {0}", newState);
return;
}
_currentState?.OnLeave();
_currentState = nextState;
_currentState.OnEnter();
}
public void SetEnabled(bool value)
{
_isEnabled = value;
OnEnabledChanged(value);
if (_states == null || _states.Count == 0) return;
if (value)
{
TransitionTo(InitialState);
return;
}
if (_states.ContainsKey(WeaponStateType.Disabled))
{
TransitionTo(WeaponStateType.Disabled);
}
}
protected virtual void OnEnabledChanged(bool enabled)
{
}
protected T RequireWeaponData<T>(object userData) where T : WeaponData
{
var data = userData as T;
if (data == null)
{
Log.Error("{0} data is invalid.", typeof(T).Name);
}
return data;
}
protected virtual IEnumerable<EntityBase> GetCandidates()
{
var enemyManager = GameEntry.EnemyManager;
return enemyManager != null ? enemyManager.Enemies : s_EmptyCandidates;
}
protected EntityBase SelectTarget(float maxSqrRange)
{
return TargetSelector != null ? TargetSelector.SelectTarget(this, GetCandidates(), maxSqrRange) : null;
}
protected float GetSqrDistance(EntityBase target)
{
return target != null ? AIUtility.GetSqrMagnitudeXZ(this, target) : float.MaxValue;
}
protected bool IsInRange(EntityBase target, float sqrRange)
{
if (target == null) return false;
return AIUtility.GetSqrMagnitudeXZ(this, target) < sqrRange;
}
protected bool TryQueueAreaCollisionQuery(in Vector3 center, float radius, int maxTargets = 16)
{
var simulationWorld = GameEntry.SimulationWorld;
if (simulationWorld == null)
{
return false;
}
int ownerEntityId = WeaponData != null ? WeaponData.OwnerId : Id;
return simulationWorld.TryRequestAreaCollision(Id, ownerEntityId, in center, radius, maxTargets);
}
protected bool TryQueueSectorCollisionQuery(in Vector3 center, float radius, in Vector3 direction,
float halfAngleDeg, int maxTargets = 16)
{
var simulationWorld = GameEntry.SimulationWorld;
if (simulationWorld == null)
{
return false;
}
int ownerEntityId = WeaponData != null ? WeaponData.OwnerId : Id;
return simulationWorld.TryRequestSectorCollision(Id, ownerEntityId, in center, radius, in direction,
halfAngleDeg, maxTargets);
}
protected bool TryQueueRectangleCollisionQuery(in Vector3 center, float halfWidth, float halfLength,
in Vector3 direction, int maxTargets = 16)
{
var simulationWorld = GameEntry.SimulationWorld;
if (simulationWorld == null)
{
return false;
}
int ownerEntityId = WeaponData != null ? WeaponData.OwnerId : Id;
return simulationWorld.TryRequestRectangleCollision(Id, ownerEntityId, in center, halfWidth, halfLength,
in direction, maxTargets);
}
protected void SetTargetSelector(TargetSelectorType selectorType)
{
TargetSelector = CreateSelector(selectorType);
}
protected static ITargetSelector CreateSelector(TargetSelectorType selectorType)
{
switch (selectorType)
{
case TargetSelectorType.HighestHealth:
return new HighestHealthTargetSelector();
case TargetSelectorType.LowestHealth:
return new LowestHealthTargetSelector();
case TargetSelectorType.Nearest:
default:
return new NearestTargetSelector();
}
}
protected void BindAttackStatFromOwner(EntityLogic parentEntity)
{
ReleaseAttackStatSubscription();
AttackStat = new StatProperty();
if (parentEntity is not Player player) return;
var statComponent = player.GetComponent<StatComponent>();
if (statComponent == null) return;
AttackStat = statComponent.GetStat(StatType.Attack);
_attackStatComponent = statComponent;
_attackStatCallback = (modifier, isApply) =>
statComponent.UpdateStat(AttackStat, modifier, isApply);
statComponent.Subscribe(StatType.Attack, _attackStatCallback);
}
protected void ReleaseAttackStatSubscription()
{
if (_attackStatComponent != null && _attackStatCallback != null)
{
_attackStatComponent.Unsubscribe(StatType.Attack, _attackStatCallback);
}
_attackStatComponent = null;
_attackStatCallback = null;
AttackStat = new StatProperty();
}
}
public abstract class WeaponStateBase
{
public abstract WeaponStateType State { get; }
public abstract void OnInit(WeaponBase weapon);
public abstract void OnEnter();
public abstract void OnUpdate(float elapseSeconds, float realElapseSeconds);
public abstract void OnLeave();
public override string ToString() => State.ToString();
}
}