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

145 lines
4.7 KiB
C#

using System;
using CustomUtility;
using Definition.DataStruct;
using Definition.Enum;
using Entity;
using Simulation;
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;
public bool AvoidEnemyOverlap => _avoidEnemyOverlap;
public float EnemyBodyRadius => _enemyBodyRadius;
public int SeparationIterations => _separationIterations;
public bool IsMoving => _isMoving;
public Vector3 Direction => _direction;
public Transform CachedTransform => _cachedTransform;
[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);
SyncToSimulationWorld();
};
_statComponent.Subscribe(StatType.MovementSpeed, _movementStatCallback);
}
else
{
_movementStat = new StatProperty();
}
SyncToSimulationWorld();
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
SyncToSimulationWorld();
}
public void OnReset()
{
Transform transformToUnregister = _cachedTransform;
_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;
if (transformToUnregister != null)
{
var simulationWorld = GameEntry.SimulationWorld;
simulationWorld?.UnregisterPlayerMovement(transformToUnregister);
}
}
public void SetMove(bool isMoving)
{
_isMoving = isMoving;
SyncToSimulationWorld();
}
public void SetDirection(Vector3 direction)
{
_direction = direction;
SyncToSimulationWorld();
}
private void SyncToSimulationWorld()
{
using (CustomProfilerMarker.Movement_Update.Auto())
{
if (_cachedTransform == null)
{
return;
}
SimulationWorld simulationWorld = GameEntry.SimulationWorld;
if (simulationWorld == null)
{
return;
}
Vector3 direction = _direction;
direction.y = 0f;
if (direction.sqrMagnitude > Mathf.Epsilon)
{
direction.Normalize();
}
if (TryGetComponent(out Player _))
{
simulationWorld.SyncPlayerMovementInput(_cachedTransform, _isMoving, direction, Speed);
return;
}
if (TryGetComponent(out EnemyBase enemy))
{
simulationWorld.SyncEnemyMovementInput(enemy.Id, _isMoving, direction, Speed,
_avoidEnemyOverlap, _enemyBodyRadius, _separationIterations);
}
}
}
}
}