vampire-like/Assets/GameMain/Scripts/Components/MovementComponent.cs

120 lines
3.9 KiB
C#

using System;
using CustomUtility;
using Definition.DataStruct;
using Definition.Enum;
using Unity.Profiling;
using UnityEngine;
using CustomDebugger;
namespace Components
{
public class MovementComponent : MonoBehaviour
{
[SerializeField] private bool _isMoving;
[SerializeField] private Vector3 _direction;
[SerializeField] private Transform _cachedTransform;
[SerializeField] private bool _avoidEnemyOverlap;
[SerializeField] private float _enemyBodyRadius = 0.45f;
[SerializeField] private int _separationIterations = 2;
public float Speed => (_speedBase + _movementStat.Value) * _movementStat.Percent;
[SerializeField] private float _speedBase;
private StatComponent _statComponent;
private StatProperty _movementStat;
private Action<StatModifier, bool> _movementStatCallback;
public void OnInit(float speed, Transform target, StatComponent statComponent = null,
bool avoidEnemyOverlap = false, float enemyBodyRadius = 0.45f, int separationIterations = 2)
{
_speedBase = speed;
_cachedTransform = target;
_direction = Vector3.forward;
_avoidEnemyOverlap = avoidEnemyOverlap;
_enemyBodyRadius = Mathf.Max(0.01f, enemyBodyRadius);
_separationIterations = Mathf.Max(1, separationIterations);
_statComponent = statComponent;
if (_statComponent != null)
{
_movementStat = _statComponent.GetStat(StatType.MovementSpeed);
_movementStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_movementStat, modifier, isApply);
_statComponent.Subscribe(StatType.MovementSpeed, _movementStatCallback);
}
else
{
_movementStat = new StatProperty();
}
RefreshEnemyRegistration();
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (_isMoving && _cachedTransform != null)
{
Move(elapseSeconds);
}
}
public void OnReset()
{
_speedBase = 0;
_cachedTransform = null;
_direction = Vector3.zero;
_isMoving = false;
_avoidEnemyOverlap = false;
_enemyBodyRadius = 0.45f;
_separationIterations = 2;
if (_statComponent != null)
{
_statComponent.Unsubscribe(StatType.MovementSpeed, _movementStatCallback);
_movementStatCallback = null;
}
_statComponent = null;
UnregisterEnemyMover();
}
private void Move(float deltaTime = 0)
{
using (CustomProfilerMarker.Movement_Update.Auto())
{
if (_cachedTransform == null) return;
Vector3 displacement = Speed * deltaTime * _direction;
Vector3 nextPosition = _cachedTransform.position + displacement;
if (_avoidEnemyOverlap)
{
nextPosition = EnemySeparationSolverProvider.Resolve(
this,
nextPosition,
_direction,
_separationIterations);
}
_cachedTransform.position = nextPosition;
}
}
public void SetMove(bool isMoving) => _isMoving = isMoving;
public void SetDirection(Vector3 direction) => _direction = direction;
private void RefreshEnemyRegistration()
{
UnregisterEnemyMover();
if (!_avoidEnemyOverlap) return;
EnemySeparationSolverProvider.Register(this, _cachedTransform, _enemyBodyRadius);
}
private void UnregisterEnemyMover()
{
EnemySeparationSolverProvider.Unregister(this);
}
}
}