ProjectDDD/Assets/_Datas/02.Scripts/Characters/Players/RestaurantPlayer/RestaurantPlayer.cs

177 lines
5.0 KiB (Stored with Git LFS)
C#

using System.Collections;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
namespace DDD
{
public class RestaurantPlayer : MonoBehaviour
{
#region Variables
private RestaurantPlayerDataSo _playerData;
private RestaurantPlayerView _playerView;
private InputAction _moveAction;
private InputAction _dashAction;
private Coroutine _dashInstance;
private Vector3 _inputDirection;
private Vector3 _currentDirection = Vector3.back;
private bool _isMoving;
private bool _isDashing;
private bool _isDashCoolDownActive;
private float _finalSpeed;
#endregion
// Unity events
#region Unity events
private void Awake()
{
_playerData = Addressables.LoadAssetAsync<RestaurantPlayerDataSo>("RestaurantPlayerDataSo").WaitForCompletion();
_playerView = GetComponent<RestaurantPlayerView>();
}
private void Start()
{
_moveAction = KeyManager.Instance.GetAction(InputActionMaps.Restaurant, RestaurantActions.Move);
_dashAction = KeyManager.Instance.GetAction(InputActionMaps.Restaurant, RestaurantActions.Dash);
_moveAction.performed += OnMove;
_moveAction.canceled += OnMove;
_dashAction.performed += OnDash;
}
//public CellManager cellManager;
private void Update()
{
FlipVisualLook();
//UpdateCell
//cellManager.SetupCell(transform.position);
}
private void FixedUpdate()
{
if (!CanMove()) return;
Move();
}
private void OnDestroy()
{
_moveAction.performed -= OnMove;
_moveAction.canceled -= OnMove;
_dashAction.performed -= OnDash;
}
#endregion
// Methods
#region Methods
public void SetCurrentDirection(Vector3 normalDirection)
{
if (normalDirection == Vector3.zero) return;
_currentDirection = normalDirection;
}
private void FlipVisualLook()
{
Vector3 localScale = _playerView.GetLocalScale();
localScale.x = _currentDirection.x switch
{
> 0.01f => -Mathf.Abs(localScale.x),
< -0.01f => Mathf.Abs(localScale.x),
_ => localScale.x
};
_playerView.SetLocalScale(localScale);
}
public void OnMove(InputAction.CallbackContext context)
{
var movementInput = _moveAction.ReadValue<Vector2>();
_inputDirection = new Vector3(movementInput.x, 0, movementInput.y).normalized;
}
public bool CanMove()
{
return _playerData.IsMoveEnabled && !_isDashing;
}
public void Move()
{
SetCurrentDirection(_inputDirection);
_isMoving = _inputDirection != Vector3.zero;
var finalVelocity = _inputDirection * _playerData.MoveSpeed;
_playerView.SetVelocity(finalVelocity);
}
public void OnDash(InputAction.CallbackContext context)
{
if (!CanDash()) return;
Dash();
}
public bool CanDash()
{
return _playerData.IsDashEnabled && !_isDashing && !_isDashCoolDownActive;
}
public void Dash()
{
Utils.StartUniqueCoroutine(this, ref _dashInstance, DashCoroutine());
}
private IEnumerator DashCoroutine()
{
_isDashing = true;
_isDashCoolDownActive = true;
_playerView.PlayDashParticle();
AudioManager.Instance.PlaySfx(_playerData.DashSfxName);
var dashDirection = _inputDirection;
if (dashDirection == Vector3.zero)
{
dashDirection = _currentDirection;
}
var elapsedTime = 0f;
while (elapsedTime <= _playerData.DashTime)
{
var finalVelocity = dashDirection * _playerData.DashSpeed;
_playerView.SetVelocity(finalVelocity);
elapsedTime += Time.fixedDeltaTime;
yield return new WaitForFixedUpdate();
}
EndDash(_playerData.DashCooldown);
}
public void EndDash(float dashCooldown = float.PositiveInfinity)
{
Utils.EndUniqueCoroutine(this, ref _dashInstance);
_playerView.SetVelocity(Vector3.zero);
_isDashing = false;
if (float.IsPositiveInfinity(dashCooldown))
{
dashCooldown = _playerData.DashCooldown;
}
// TODO : ui 연동
StartCoroutine(Utils.CoolDownCoroutine(dashCooldown, () => _isDashCoolDownActive = false));
}
#endregion
}
}