TurnBasedStrategyCourse/Assets/Scripts/Actions/MoveAction.cs

124 lines
5.9 KiB
C#

using System;
using System.Collections.Generic;
using Grid;
using UnityEngine;
using UnityEngine.Serialization;
namespace Actions {
public class MoveAction : BaseAction {
private const float moveSpeed = 4f;
private const float rotationSpeed = 10f;
private const float stoppingDistance = 0.1f;
private const int pathfindingDistanceMultiplier = 10;
private const float DIFFERENT_FLOORS_TELEPORT_TIMER_MAX = .5f;
[FormerlySerializedAs("MaxMoveDistance")] [SerializeField]
private int maxMoveDistance = 4;
private int currentPositionIndex;
private float differentFloorsTeleportTimer;
private bool isChangingFloors;
private List<Vector3> PositionList { get; set; }
protected override void Awake() {
base.Awake();
ActionName = "Move";
}
private void Update() {
if (!IsActive) return;
Vector3 targetPosition = PositionList[currentPositionIndex];
if (isChangingFloors) {
//Stop and teleport logic
differentFloorsTeleportTimer -= Time.deltaTime;
Vector3 targetSameFloorPosition = targetPosition;
targetSameFloorPosition.y = transform.position.y;
Vector3 rotateDirection = (targetSameFloorPosition - Unit.GetWorldPosition()).normalized;
transform.forward = Vector3.Slerp(transform.forward, rotateDirection, rotationSpeed * Time.deltaTime);
if (differentFloorsTeleportTimer < 0f) {
isChangingFloors = false;
transform.position = targetPosition;
}
}
else {
//Regular move logic
Vector3 moveDirection = (targetPosition - Unit.GetWorldPosition()).normalized;
transform.forward = Vector3.Slerp(transform.forward, moveDirection, rotationSpeed * Time.deltaTime); //Rotate towards targetPosition
transform.position += moveSpeed * Time.deltaTime * moveDirection; //Move towards targetPosition
}
if (!(Vector3.Distance(targetPosition, Unit.GetWorldPosition()) < stoppingDistance)) return;
currentPositionIndex++;
if (currentPositionIndex >= PositionList.Count) {
OnStopMoving?.Invoke(this, EventArgs.Empty);
ActionComplete();
}
else {
targetPosition = PositionList[currentPositionIndex];
GridPosition targetGridPosition = LevelGrid.Instance.GetGridPosition(targetPosition);
GridPosition unitGridPosition = LevelGrid.Instance.GetGridPosition(transform.position);
if (targetGridPosition.Floor == unitGridPosition.Floor) return; //Same floor
isChangingFloors = true;
differentFloorsTeleportTimer = DIFFERENT_FLOORS_TELEPORT_TIMER_MAX;
OnChangeFloorsStarted?.Invoke(this, new() { unitGridPosition = unitGridPosition, targetGridPosition = targetGridPosition });
}
}
public event EventHandler OnStartMoving;
public event EventHandler OnStopMoving;
public event EventHandler<ChangeFloorsStartedEventArgs> OnChangeFloorsStarted;
public override List<GridPosition> GetValidActionGridPositionList() {
List<GridPosition> validGridPositionList = new();
GridPosition unitGridPosition = Unit.GridPosition;
for (int xPosition = -maxMoveDistance; xPosition <= maxMoveDistance; xPosition++) {
for (int zPosition = -maxMoveDistance; zPosition <= maxMoveDistance; zPosition++) {
for (int floor = -maxMoveDistance; floor < maxMoveDistance; floor++) {
GridPosition offsetGridPosition = new(xPosition, zPosition, floor);
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 occopied with anther unit
if (!Pathfinding.Instance.IsWalkableGridPosition(testGridPosition)) continue; //Obstacle on path
if (!Pathfinding.Instance.HasPath(unitGridPosition, testGridPosition)) continue; //No path available
if (Pathfinding.Instance.GetPathLength(unitGridPosition, testGridPosition) > maxMoveDistance * pathfindingDistanceMultiplier) continue; //Pathlength is to long
validGridPositionList.Add(testGridPosition);
}
}
}
return validGridPositionList;
}
public override void TakeAction(GridPosition gridPosition, Action onMoveCompleted) {
List<GridPosition> pathGridPositionList = Pathfinding.Instance.FindPath(Unit.GridPosition, gridPosition, out _);
currentPositionIndex = 0;
PositionList = new();
foreach (GridPosition pathGridPosition in pathGridPositionList) {
PositionList.Add(LevelGrid.Instance.GetWorldPosition(pathGridPosition));
}
OnStartMoving?.Invoke(this, EventArgs.Empty);
ActionStart(onMoveCompleted);
}
protected override EnemyAIAction GetEnemyAIAction(GridPosition gridPosition) {
int targetCountAtGridPosition = Unit.GetAction<ShootAction>().GetTargetCountAtPosition(gridPosition);
return new(gridPosition, targetCountAtGridPosition * 10);
}
public class ChangeFloorsStartedEventArgs : EventArgs {
public GridPosition targetGridPosition;
public GridPosition unitGridPosition;
}
}
}