CapersProject/Assets/02.Scripts/Character/Player/Tycoon/TycoonMovement.cs
2024-11-05 21:27:46 +09:00

221 lines
6.3 KiB
C#

using System;
using System.Collections;
using BlueWater.Interfaces;
using BlueWater.Tycoons;
using BlueWater.Utility;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Players.Tycoons
{
public class TycoonMovement : MonoBehaviour, IDashable, IPhysicMovable
{
// Variables
#region Variables
// Components
public Rigidbody Rigidbody { get; private set; }
private Transform _visualLook;
// Move
[field: SerializeField, Range(1f, 20f), Tooltip("이동 속도")]
public float MoveSpeed { get; private set; } = 7f;
[field: SerializeField]
public float MoveSpeedMultiplier { get; private set; } = 1f;
public bool IsMoveEnabled { get; private set; } = true;
public bool IsMoving { get; private set; }
// Dash
[field: Title("대쉬")]
[field: SerializeField, Range(1f, 50f), Tooltip("대쉬 속도")]
public float DashSpeed { get; private set; } = 20f;
[field: SerializeField, Range(0.1f, 1f), Tooltip("대쉬 시간")]
public float DashTime { get; private set; } = 0.2f;
[field: SerializeField, Range(0f, 5f), Tooltip("대쉬 쿨타임")]
public float DashCooldown { get; private set; } = 0.5f;
[SerializeField]
private ParticleSystem _dashParticle;
public bool IsDashEnabled { get; private set; } = true;
public bool IsDashing { get; private set; }
public bool IsDashCoolDownActive { get; private set; }
private Vector3 _inputDirection;
private Vector3 _currentDirection = Vector3.back;
public Vector3 CurrentDirection
{
get => _currentDirection;
private set
{
if (value == Vector3.zero) return;
_currentDirection = value;
}
}
public Vector3 PushDirection { get; private set; }
public float PushPower { get; private set; }
public float PushPowerReduction { get; private set; }
private Coroutine _dashInstance;
private float _finalSpeed;
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
}
private void Update()
{
FlipVisualLook();
}
private void FixedUpdate()
{
if (!CanMove()) return;
Move();
}
#endregion
// Initialize Methods
#region Initialize Methods
private void InitializeComponents()
{
Rigidbody = GetComponent<Rigidbody>();
_visualLook = transform.Find("VisualLook");
}
#endregion
// Methods
#region Methods
// Event methods
public void HandleInputMovement(Vector2 movementInput)
{
_inputDirection = new Vector3(movementInput.x, 0, movementInput.y).normalized;
}
public void SetMoveSpeedMultiplier(float value) => MoveSpeedMultiplier = value;
public void ResetMoveSpeedMultiplier() => MoveSpeedMultiplier = 1f;
public void EnableMove() => IsMoveEnabled = true;
public void DisableMove() => IsMoveEnabled = false;
public void SetCurrentDirection(Vector3 normalDirection) => CurrentDirection = normalDirection;
// Methods
private 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;
}
// Move
public bool CanMove()
{
return IsMoveEnabled;
}
public void AddForce(Vector3 force, ForceMode forceMode)
{
Rigidbody.AddForce(force, forceMode);
}
public void SetPush(Vector3 pushDirection, float pushPower)
{
throw new NotImplementedException();
}
public void Move()
{
if (IsDashing) return;
CurrentDirection = _inputDirection;
IsMoving = _inputDirection != Vector3.zero;
var finalVelocity = _inputDirection * (MoveSpeed * MoveSpeedMultiplier);
if (!Rigidbody.isKinematic)
{
Rigidbody.linearVelocity = finalVelocity;
}
}
// Dash
public bool CanDash()
{
if (!IsDashEnabled || IsDashing || IsDashCoolDownActive) return false;
return true;
}
public void Dash()
{
Utils.StartUniqueCoroutine(this, ref _dashInstance, DashCoroutine());
}
private IEnumerator DashCoroutine()
{
IsDashing = true;
IsDashCoolDownActive = true;
if (_dashParticle)
{
_dashParticle.Play();
}
var dashDirection = _inputDirection;
if (dashDirection == Vector3.zero)
{
dashDirection = CurrentDirection;
}
var elapsedTime = 0f;
while (elapsedTime <= DashTime)
{
var finalVelocity = dashDirection * DashSpeed;
Rigidbody.linearVelocity = finalVelocity;
elapsedTime += Time.fixedDeltaTime;
yield return new WaitForFixedUpdate();
}
var newDashCooldown = DashCooldown - TycoonManager.Instance.TycoonStatus.PlayerDashCooldownReduction;
EndDash(newDashCooldown);
}
public void EndDash(float dashCooldown = float.PositiveInfinity)
{
Utils.EndUniqueCoroutine(this, ref _dashInstance);
Rigidbody.linearVelocity = Vector3.zero;
IsDashing = false;
if (float.IsPositiveInfinity(dashCooldown))
{
dashCooldown = DashCooldown;
}
StartCoroutine(Utils.CoolDownCoroutine(dashCooldown, () => IsDashCoolDownActive = false));
}
#endregion
}
}