CapersProject/Assets/02.Scripts/Character/Enemy/Boss/AnimatorBoss.cs
Nam Tae Gun 8cfa321479 #27 SandMole 스파인으로 변경 중
+ TransparentLit shadow 기능 추가
2024-06-23 18:38:19 +09:00

108 lines
3.0 KiB
C#

using BlueWater.Interfaces;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Enemies.Bosses
{
public abstract class AnimatorBoss : Boss, ICurrentDirection
{
// Variables
#region Variables
// Components
[field: Title("애니메이터 보스 컴포넌트")]
[field: SerializeField]
public SpriteRenderer SpriteRenderer { get; private set; }
[field: SerializeField]
public Animator Animator { get; private set; }
// Classes
[field: SerializeField]
public AnimationController AnimationController { get; private set; }
private bool _isMoving;
public bool IsMoving
{
get => _isMoving;
set
{
_isMoving = value;
AnimationController.SetAnimationParameter("isMoving", _isMoving);
}
}
private Vector3 _currentDirection = Vector3.right;
public Vector3 CurrentDirection
{
get => _currentDirection;
set
{
if (value == Vector3.zero) return;
_currentDirection = value;
AnimationController.SetAnimationParameter("xDirection", _currentDirection.x);
AnimationController.SetAnimationParameter("zDirection", _currentDirection.z);
}
}
// Unity events
#region Unity events
protected override void Update()
{
base.Update();
HandleMovement();
FlipVisualLook();
}
#endregion
#endregion
// Initialize methods
#region Initialize methods
[Button("컴포넌트 초기화")]
protected override void InitializeComponents()
{
base.InitializeComponents();
SpriteRenderer = VisualLook.GetComponent<SpriteRenderer>();
Animator = VisualLook.GetComponent<Animator>();
AnimationController = GetComponent<AnimationController>();
}
#endregion
// Methods
#region 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;
}
private void HandleMovement()
{
if (!AstarAi.canMove || AstarAi.isStopped)
{
IsMoving = false;
return;
}
CurrentDirection = AstarAi.velocity.normalized;
IsMoving = AstarAi.velocity != Vector3.zero || AstarAi.velocity != Vector3.positiveInfinity;
}
#endregion
}
}