CapersProject/Assets/02.Scripts/Character/Player/Combat/CombatStatus.cs
Nam Tae Gun 0cdf1aa3a8 전투플레이어 로직 전체 수정
+ 이벤트 구독 방식에서 인터페이스 형식으로 변경
2024-06-17 06:29:06 +09:00

140 lines
4.0 KiB
C#

using BlueWater.Interfaces;
using BlueWater.Utility;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Players.Combat
{
public class CombatStatus : MonoBehaviour, IStunnable, ISlowable
{
// Variables
#region Variables
// Components
[SerializeField]
private SpriteRenderer _spriteRenderer;
private IPhysicMovable _physicMovable;
private IDashable _dashable;
private IComboAttackable _comboAttackable;
private ISkillHandler _skillHandler;
// Stun
[Title("기절 효과")]
[SerializeField]
private ParticleSystem _stunParticle;
public bool IsStunEnabled { get; private set; } = true;
public bool IsStunned { get; private set; }
private Coroutine _stunCoolDownCoroutine;
// Slow
[Title("슬로우 효과")]
[SerializeField]
private Color _slowEffectColor;
public bool IsSlowMoveEnabled { get; private set; } = true;
public bool IsSlowedMoveSpeed { get; private set; }
private Coroutine _slowMoveSpeedCoolDownCoroutine;
// Hashes
private static readonly int _colorHash = Shader.PropertyToID("_Color");
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
}
#endregion
// Initialize methods
#region Initialize methods
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_physicMovable = GetComponent<IPhysicMovable>();
_dashable = GetComponent<IDashable>();
_comboAttackable = GetComponent<IComboAttackable>();
_skillHandler = GetComponent<ISkillHandler>();
}
#endregion
// Methods
#region Methods
// Stun
public bool CanStun()
{
if (!IsStunEnabled) return false;
var isDashing = _dashable?.IsDashing ?? false;
var isActivatingSkill = _skillHandler?.IsActivatingSkill ?? false;
return !isDashing && !isActivatingSkill;
}
public void Stun(float duration)
{
if (!IsStunEnabled) return;
_stunParticle.Play();
IsStunned = true;
Utils.StartUniqueCoroutine(this, ref _stunCoolDownCoroutine, Utils.CoolDownCoroutine(duration, EndStun));
}
public void EndStun()
{
IsStunned = false;
_stunParticle.Stop();
_stunParticle.Clear();
Utils.EndUniqueCoroutine(this, ref _stunCoolDownCoroutine);
}
// Slow
public bool CanSlowMove()
{
if (!IsSlowMoveEnabled) return false;
var isDashing = _dashable?.IsDashing ?? false;
var isActivatingSkill = _skillHandler?.IsActivatingSkill ?? false;
return !isDashing && !isActivatingSkill;
}
public void SlowMoveSpeed(float duration, float moveSpeedCoefficient)
{
if (!IsSlowMoveEnabled) return;
_spriteRenderer.material.SetColor(_colorHash, _slowEffectColor);
_physicMovable?.SetMoveSpeedCoefficient(moveSpeedCoefficient);
IsSlowedMoveSpeed = true;
Utils.StartUniqueCoroutine(this, ref _slowMoveSpeedCoolDownCoroutine, Utils.CoolDownCoroutine(duration, EndSlowMoveSpeed));
}
public void EndSlowMoveSpeed()
{
IsSlowedMoveSpeed = false;
_spriteRenderer.material.SetColor(_colorHash, Color.white);
_physicMovable?.ResetMoveSpeedCoefficient();
Utils.EndUniqueCoroutine(this, ref _slowMoveSpeedCoolDownCoroutine);
}
#endregion
}
}