CapersProject/Assets/02.Scripts/Character/Enemy/Boss/SpineBoss.cs

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using BlueWater.Interfaces;
using BlueWater.Players;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Enemies.Bosses
{
public abstract class SpineBoss : Boss, ICurrentDirection
{
// Variables
#region Variables
// Components
[field: Title("스파인 보스 컴포넌트")]
[field: SerializeField]
public MeshRenderer MeshRenderer { get; private set; }
// Classes
[field: SerializeField]
public SpineController SpineController { get; private set; }
public bool IsMoving { get; private set; }
private Vector3 _currentDirection = Vector3.right;
public Vector3 CurrentDirection
{
get => _currentDirection;
set
{
if (value == Vector3.zero) return;
_currentDirection = value;
}
}
#endregion
// Unity events
#region Unity events
protected override void Update()
{
base.Update();
HandleMovement();
FlipVisualLook();
}
#endregion
// Initialize methods
#region Initialize methods
[Button("컴포넌트 초기화")]
protected override void InitializeComponents()
{
base.InitializeComponents();
MeshRenderer = VisualLook.GetComponent<MeshRenderer>();
SpineController = GetComponent<SpineController>();
}
#endregion
// Methods
#region Methods
protected virtual void FlipVisualLook()
{
var localScale = VisualLook.localScale;
localScale.x = CurrentDirection.x switch
{
> 0.01f => -Mathf.Abs(localScale.x),
< -0.01f => Mathf.Abs(localScale.x),
_ => localScale.x
};
VisualLook.localScale = localScale;
}
protected virtual void HandleMovement()
{
if (!AstarAi.canMove || AstarAi.isStopped)
{
IsMoving = false;
return;
}
CurrentDirection = AstarAi.velocity.normalized;
IsMoving = AstarAi.velocity != Vector3.zero || AstarAi.velocity != Vector3.positiveInfinity;
}
#endregion
}
}