91 lines
3.9 KiB
C#
91 lines
3.9 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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using UnityEngine.Serialization;
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namespace Actions {
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public class MoveAction : BaseAction {
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private const float moveSpeed = 4f;
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private const float rotationSpeed = 10f;
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private const float stoppingDistance = 0.1f;
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private const int pathfindingDistanceMultiplier = 10;
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[FormerlySerializedAs("MaxMoveDistance")] [SerializeField]
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private int maxMoveDistance = 4;
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private int currentPositionIndex;
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private List<Vector3> PositionList { get; set; }
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protected override void Awake() {
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base.Awake();
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ActionName = "Move";
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}
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private void Update() {
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if (!IsActive) return;
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Vector3 targetPosition = PositionList[currentPositionIndex];
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Vector3 moveDirection = (targetPosition - Unit.GetWorldPosition()).normalized;
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transform.forward = Vector3.Lerp(transform.forward, moveDirection, rotationSpeed * Time.deltaTime); //Rotate towards targetPosition
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if (Vector3.Distance(targetPosition, Unit.GetWorldPosition()) > stoppingDistance) {
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//Move towards targetPosition
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transform.position += moveSpeed * Time.deltaTime * moveDirection;
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}
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else {
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currentPositionIndex++;
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if (currentPositionIndex < PositionList.Count) return;
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OnStopMoving?.Invoke(this, EventArgs.Empty);
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ActionComplete();
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}
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}
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public event EventHandler OnStartMoving;
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public event EventHandler OnStopMoving;
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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 = -maxMoveDistance; x <= maxMoveDistance; x++) {
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for (int z = -maxMoveDistance; z <= maxMoveDistance; z++) {
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GridPosition offsetGridPosition = new(x, z, 0);
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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 (unitGridPosition == testGridPosition) continue; //Same grid position where the unit is already at
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if (LevelGrid.Instance.HasAnyUnitOnGridPosition(testGridPosition)) continue; //Grid position already accopied with anther unit
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if (!Pathfinding.Instance.IsWalkableGridPosition(testGridPosition)) continue; //Obstacle on path
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if (!Pathfinding.Instance.HasPath(unitGridPosition, testGridPosition)) continue; //No path available
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if (Pathfinding.Instance.GetPathLength(unitGridPosition, testGridPosition) > maxMoveDistance * pathfindingDistanceMultiplier) continue; //Pathlength is to long
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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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public override void TakeAction(GridPosition gridPosition, Action onMoveCompleted) {
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List<GridPosition> pathGridPositionList = Pathfinding.Instance.FindPath(Unit.GridPosition, gridPosition, out _);
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currentPositionIndex = 0;
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PositionList = new();
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foreach (GridPosition pathGridPosition in pathGridPositionList) {
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PositionList.Add(LevelGrid.Instance.GetWorldPosition(pathGridPosition));
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}
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OnStartMoving?.Invoke(this, EventArgs.Empty);
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ActionStart(onMoveCompleted);
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}
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protected override EnemyAIAction GetEnemyAIAction(GridPosition gridPosition) {
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int targetCountAtGridPosition = Unit.GetAction<ShootAction>().GetTargetCountAtPosition(gridPosition);
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return new(gridPosition, targetCountAtGridPosition * 10);
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}
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}
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} |