93 lines
3.7 KiB
C#
93 lines
3.7 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 SwordAction : BaseAction {
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private State state;
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private float stateTimer;
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public int MaxSwordDistance { get; private set; }
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private Unit TargetUnit { get; set; }
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protected override void Awake() {
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base.Awake();
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ActionPointsCost = 1;
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MaxSwordDistance = 1;
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ActionName = "Sword";
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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.SwingingSwordBeforeHit:
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Vector3 aimDirection = (TargetUnit.GetWorldPosition() - Unit.GetWorldPosition()).normalized;
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const float rotationSpeed = 10f;
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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.SwingingSwordAfterHit:
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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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public static event EventHandler OnAnySwordHit;
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public event EventHandler OnSwordActionStarted;
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public event EventHandler OnSwordActionCompleted;
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public override void TakeAction(GridPosition gridPosition, Action onActionComplete) {
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TargetUnit = LevelGrid.Instance.GetUnitAtGridPosition(gridPosition);
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state = State.SwingingSwordBeforeHit;
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const float beforeHitStateTime = 0.7f;
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stateTimer = beforeHitStateTime;
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OnSwordActionStarted?.Invoke(this, EventArgs.Empty);
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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 = -MaxSwordDistance; x <= MaxSwordDistance; x++) {
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for (int z = -MaxSwordDistance; z <= MaxSwordDistance; 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 (!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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// TargetUnit = unitAtGridPosition;
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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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protected override EnemyAIAction GetEnemyAIAction(GridPosition gridPosition) => new(gridPosition, 200);
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private void NextState() {
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switch (state) {
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case State.SwingingSwordBeforeHit:
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state = State.SwingingSwordAfterHit;
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const float afterHitStateTime = 0.5f;
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stateTimer = afterHitStateTime;
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TargetUnit.Damage(100);
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OnAnySwordHit?.Invoke(this, EventArgs.Empty);
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break;
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case State.SwingingSwordAfterHit:
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OnSwordActionCompleted?.Invoke(this, EventArgs.Empty);
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ActionComplete();
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break;
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}
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}
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private enum State {
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SwingingSwordBeforeHit,
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SwingingSwordAfterHit,
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}
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}
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} |