vampire-like/Assets/GameMain/Scripts/Entity/EntityLogic/Player.cs

193 lines
5.6 KiB
C#

using Components;
using CustomEvent;
using DataTable;
using Definition.DataStruct;
using Entity.EntityData;
using GameFramework.Event;
using UnityGameFramework.Runtime;
namespace Entity
{
public class Player : TargetableObject
{
protected override TargetableObjectData _targetableObjectData => _playerData;
private InputComponent _inputComponent;
private MovementComponent _movementComponent;
private StatComponent _statComponent;
private BackpackComponent _backpackComponent;
private PlayerData _playerData;
/// <summary>
/// 当前金币。
/// </summary>
private int _coin;
/// <summary>
/// 当前经验。
/// </summary>
private int _exp;
/// <summary>
/// 每级所需的经验。
/// tip: _expRequires[1] 表示 Lv 0 -> Lv 1 需要的经验
/// </summary>
private int[] _expRequires;
/// <summary>
/// 当前的角色等级。
/// </summary>
private int _currentLevel;
/// <summary>
/// 玩家是否启用。
/// </summary>
private bool _enable;
public int Coin
{
get => _coin;
set
{
GameEntry.Event.Fire(this, PlayerCoinChangeEventArgs.Create(value - _coin, value));
_coin = value;
}
}
public int Exp
{
get => _exp;
set
{
if (value >= _expRequires[_currentLevel + 1])
{
value -= _expRequires[_currentLevel + 1];
_currentLevel++;
}
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(value, _expRequires[_currentLevel + 1]));
_exp = value;
}
}
public int CurrentLevel => _currentLevel;
public bool Enable
{
get => _enable;
set
{
if (value == _enable) return;
_movementComponent.SetMove(value);
_backpackComponent.SetWeaponState(value);
_inputComponent.SetListening(value);
}
}
public void InitRole(DRRole role)
{
// MovementComponent
_movementComponent.OnInit(role.Speed, this.CachedTransform, _statComponent);
_movementComponent.SetMove(true);
// HealthComponent
_healthComponent.OnInit(role.MaxHealth, _statComponent);
// BackpackComponent
Coin = role.Coin;
_backpackComponent.OnInit(this, role.WeaponCapacity);
GameEntry.Entity.ShowWeapon(new WeaponKnifeData(GameEntry.Entity.GenerateSerialId(), 201,
this.Id, _playerData.Camp));
// StatComponent
foreach (var modifier in role.InitialProperties)
{
_statComponent.AddModifier(modifier);
}
_expRequires = role.ExpRequires;
// Fire Events
GameEntry.Event.Fire(this,
PlayerHealthChangeEventArgs.Create(0, _healthComponent.CurrentHealth, _healthComponent.MaxHealth));
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(0, 100));
GameEntry.Event.Fire(this,
PlayerCoinChangeEventArgs.Create(Coin, Coin));
}
#region FSM
public override ImpactData GetImpactData()
{
return new ImpactData(_playerData.Camp, 0, null, _healthComponent.DefenseStat, _healthComponent.DodgeStat);
}
protected override void OnInit(object userData)
{
base.OnInit(userData);
_inputComponent = GetComponent<InputComponent>();
_movementComponent = GetComponent<MovementComponent>();
_statComponent = GetComponent<StatComponent>();
_healthComponent = GetComponent<HealthComponent>();
_backpackComponent = GetComponent<BackpackComponent>();
}
protected override void OnShow(object userData)
{
base.OnShow(userData);
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
_statComponent.OnInit();
if (userData is PlayerData playerData)
{
_playerData = playerData;
}
_inputComponent.OnInit();
_inputComponent.SetListening(true);
_currentLevel = 0;
}
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
_inputComponent.OnUpdate(elapseSeconds, realElapseSeconds);
_movementComponent.SetDirection(_inputComponent.Direction);
_movementComponent.OnUpdate(elapseSeconds, realElapseSeconds);
}
protected override void OnHide(bool isShutdown, object userData)
{
_inputComponent.OnReset();
_movementComponent.OnReset();
_healthComponent.OnReset();
_statComponent.OnReset();
_backpackComponent.OnReset();
base.OnHide(isShutdown, userData);
}
#endregion
#region Event Handlers
private void ShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs args)) return;
if (args.Entity.Logic is WeaponBase weapon)
{
_backpackComponent.AttachWeapon(weapon);
}
}
#endregion
}
}