TurnBasedStrategyCourse/Assets/Scripts/Actions/MoveAction.cs

68 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using Grid;
using UnityEngine;
namespace Actions {
public class MoveAction : BaseAction {
private const float moveSpeed = 4f;
private const float rotationSpeed = 10f;
private const float stoppingDistance = 0.1f;
private static readonly int isWalking = Animator.StringToHash("IsWalking");
[SerializeField] private Animator UnitAnimator;
[SerializeField] private int MaxMoveDistance = 4;
private Vector3 TargetPosition { get; set; }
protected override void Awake() {
base.Awake();
TargetPosition = transform.position;
}
private void Update() {
if (!IsActive) return;
Vector3 moveDirection = (TargetPosition - transform.position).normalized;
if (Vector3.Distance(TargetPosition, transform.position) > stoppingDistance) {
transform.position += moveSpeed * Time.deltaTime * moveDirection;
UnitAnimator.SetBool(isWalking, true);
}
else {
UnitAnimator.SetBool(isWalking, false);
IsActive = false;
OnActionComplete();
}
transform.forward = Vector3.Lerp(transform.forward, moveDirection, rotationSpeed * Time.deltaTime);
}
public override string GetActionName() => "Move";
public bool IsValidActionGridPosition(GridPosition gridPosition) => GetValidActionGridPositionList().Contains(gridPosition);
public List<GridPosition> GetValidActionGridPositionList() {
List<GridPosition> validGridPositionList = new();
GridPosition unitGridPosition = Unit.GridPosition;
for (int x = -MaxMoveDistance; x <= MaxMoveDistance; x++) {
for (int z = -MaxMoveDistance; z <= MaxMoveDistance; z++) {
GridPosition offsetGridPosition = new(x, z);
GridPosition testGridPosition = unitGridPosition + offsetGridPosition;
if (!LevelGrid.Instance.IsValidGridPosition(testGridPosition)) continue; //Only return valid grid positions
if (unitGridPosition == testGridPosition) continue; //Same grid position where the unit is already at
if (LevelGrid.Instance.HasAnyUnitOnGridPosition(testGridPosition)) continue; //Grid position already accopied with anther unit
validGridPositionList.Add(testGridPosition);
}
}
return validGridPositionList;
}
public void Move(GridPosition gridPosition, Action onMoveCompleted) {
OnActionComplete = onMoveCompleted;
TargetPosition = LevelGrid.Instance.GetWorldPosition(gridPosition);
IsActive = true;
}
}
}