113 lines
4.0 KiB
C#
113 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Grid;
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using UnityEngine;
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namespace Actions {
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public class ShootAction : BaseAction
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{
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private enum State {
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Aiming,
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Shooting,
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Cooloff,
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}
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public Unit TargetUnit { get; private set; }
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public int MaxShootDistance { get; private set; } = 7;
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private State state;
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private float stateTimer;
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private bool canShootBullet;
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private const float rotationSpeed = 10f;
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private const float shootingStateTime = .1f;
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private const float coolOffStateTime = .5f;
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private const float aimingStateTime = 1.2f;
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public event EventHandler<OnShootEventArgs> OnShoot;
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public class OnShootEventArgs : EventArgs {
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public Unit TargetUnit;
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public Unit ShootingUnit;
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}
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private void Update() {
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if (!IsActive) return;
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stateTimer -= Time.deltaTime;
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switch (state) {
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case State.Aiming:
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Vector3 aimDirection = (TargetUnit.GetWorldPosition() - Unit.GetWorldPosition()).normalized;
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transform.forward = Vector3.Lerp(transform.forward, aimDirection, rotationSpeed * Time.deltaTime);
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break;
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case State.Shooting:
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if (canShootBullet) {
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Shoot();
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canShootBullet = false;
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}
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break;
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case State.Cooloff:
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break;
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}
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if (stateTimer <= 0f) NextState();
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}
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private void Shoot() {
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OnShoot?.Invoke(this,new(){TargetUnit = TargetUnit, ShootingUnit = Unit});
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TargetUnit.Damage(40);
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}
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private void NextState() {
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switch (state) {
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case State.Aiming:
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state = State.Shooting;
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stateTimer = shootingStateTime;
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break;
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case State.Shooting:
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state = State.Cooloff;
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stateTimer = coolOffStateTime;
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break;
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case State.Cooloff:
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ActionComplete();
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break;
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}
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}
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public override string GetActionName() => "Shoot";
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public override void TakeAction(GridPosition gridPosition, Action onActionComplete) {
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IsActive = true;
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TargetUnit = LevelGrid.Instance.GetUnitAtGridPosition(gridPosition);
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canShootBullet = true;
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state = State.Aiming;
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stateTimer = aimingStateTime;
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ActionStart(onActionComplete);
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}
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public override List<GridPosition> GetValidActionGridPositionList() {
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List<GridPosition> validGridPositionList = new();
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GridPosition unitGridPosition = Unit.GridPosition;
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for (int x = -MaxShootDistance; x <= MaxShootDistance; x++) {
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for (int z = -MaxShootDistance; z <= MaxShootDistance; z++) {
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GridPosition offsetGridPosition = new(x, z);
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GridPosition testGridPosition = unitGridPosition + offsetGridPosition;
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if (!LevelGrid.Instance.IsValidGridPosition(testGridPosition)) continue; //Only return valid grid positions
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if (Mathf.Abs(x) + Mathf.Abs(z) > MaxShootDistance) continue; //Out of Range
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if (!LevelGrid.Instance.HasAnyUnitOnGridPosition(testGridPosition)) continue; //Grid position is empty, no unit
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Unit unitAtGridPosition = LevelGrid.Instance.GetUnitAtGridPosition(testGridPosition);
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if (unitAtGridPosition.IsEnemy == Unit.IsEnemy) continue; //Both units are on the same 'team'
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validGridPositionList.Add(testGridPosition);
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}
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}
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return validGridPositionList;
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}
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}
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}
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