CapersProject/Assets/02.Scripts/Character/Player/Tycoon/TycoonMovement.cs
Nam Tae Gun 1458693a1b 타이쿤 업데이트 정리
+ 상호작용 오브젝트 외곽선 기능 추가
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+ 대화 시스템 로직 수정
+ 테이블 수정
+ 캐릭터 스파인 교체
2024-07-20 20:32:54 +09:00

165 lines
4.7 KiB
C#

using BlueWater.Interfaces;
using UnityEngine;
namespace BlueWater.Players.Tycoons
{
public class TycoonMovement : MonoBehaviour, IPhysicMovable
{
// Variables
#region Variables
// Components
public Rigidbody Rigidbody { get; private set; }
private Transform _visualLook;
private SpineController _spineController;
private TycoonCarryHandler _tycoonCarryHandler;
// Move
[field: SerializeField, Range(1f, 20f), Tooltip("이동 속도")]
public float MoveSpeed { get; private set; } = 7f;
public float MoveSpeedCoefficient { get; private set; } = 1f;
public bool IsMoveEnabled { get; private set; } = true;
private bool _isMoving;
public bool IsMoving
{
get => _isMoving;
private set
{
_isMoving = value;
string animationName;
if (_isMoving)
{
animationName = _tycoonCarryHandler.IsCarriedItem() ? TycoonPlayerSpineAnimation.ServingSide : TycoonPlayerSpineAnimation.RunSide;
}
else
{
animationName = _tycoonCarryHandler.IsCarriedItem() ? TycoonPlayerSpineAnimation.IdleServingUpside : TycoonPlayerSpineAnimation.IdleSide;
}
if (animationName == previousAnimationName) return;
previousAnimationName = animationName;
_spineController.PlayAnimation(animationName, true);
}
}
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 float _finalSpeed;
private string previousAnimationName;
#endregion
// Unity events
#region Unity events
private void Awake()
{
_spineController = GetComponent<SpineController>();
_tycoonCarryHandler = GetComponent<TycoonCarryHandler>();
}
private void Update()
{
FlipVisualLook();
}
private void FixedUpdate()
{
if (!CanMove()) return;
Move();
}
#endregion
// Initialize Methods
#region Initialize Methods
public void InitializeComponents(Rigidbody rigidbody, Transform visualLook)
{
Rigidbody = rigidbody;
_visualLook = visualLook;
}
#endregion
// Methods
#region Methods
// Event methods
public void HandleInputMovement(Vector2 movementInput)
{
_inputDirection = new Vector3(movementInput.x, 0, movementInput.y).normalized;
}
public void SetMoveSpeedCoefficient(float value) => MoveSpeedCoefficient = value;
public void ResetMoveSpeedCoefficient() => MoveSpeedCoefficient = 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 System.NotImplementedException();
}
public void Move()
{
CurrentDirection = _inputDirection;
IsMoving = _inputDirection != Vector3.zero;
var finalVelocity = _inputDirection * MoveSpeed;
if (!Rigidbody.isKinematic)
{
Rigidbody.linearVelocity = finalVelocity;
}
}
#endregion
}
}