using UnityEngine; using Spine.Unity; using Skill_V2; using System.Collections.Generic; public class IVMate : Entity { [SerializeField] uint id; [SerializeField] SkeletonAnimation skeletonAnimation; [SerializeField] CircleCollider2D castSkillDistance; [SerializeField] StateHandler stateHandler; [SerializeField] Skill skillPrefab; Skill skillInstance; ContactFilter2D castSkillDistFilter; List castSkillDistOverlaped = new List(); public MateData Data { get; private set; } public SkeletonAnimation SkeletonAnimation => skeletonAnimation; public bool IsSafeChange => stateHandler.CurrentState is IVMateIdle || stateHandler.CurrentState is IVMateChasePlayer; public bool IsCastSkillAvailable => IsSafeChange && !Skill.IsInCoolTime && IsEnemyExistInCastSkillDistance; public bool IsEnemyExistInCastSkillDistance { get { castSkillDistance.radius = Data.DefaultCastSkillDistance; castSkillDistOverlaped.Clear(); castSkillDistance.OverlapCollider(castSkillDistFilter, castSkillDistOverlaped); for(int i = 0; i < castSkillDistOverlaped.Count; ++i) { var overlapped = castSkillDistOverlaped[i]; if (overlapped.CompareTag("Enemy") && overlapped.TryGetComponent(out CreatureBase creature) && creature.IsBattleAvail()) return true; } return false; } } public Skill Skill => skillInstance; private void Awake() { #if UNITY_EDITOR if (MateDataGroup.Instance.TryGetMateData(id, out MateData result)) Data = result; else Logger.LogError("MateDataGroup does not have MateData with id: " + id); #else MateDataGroup.Instance.TryGetMateData(id, out Data); #endif skillInstance = Instantiate(skillPrefab); skillInstance.Stop(); } private void OnDestroy() { if(skillInstance != null) { skillInstance.Stop(); Destroy(skillInstance.gameObject); } } public void UpdateSkillCoolTime() => skillInstance.UpdateSkillCoolTime(); public void Spawn(IVCharacter player, Vector2 lookDir, Transform spawnPosition = null) { gameObject.SetActive(true); stateHandler?.ChangeState(new IVMateAppear(this, player, lookDir, spawnPosition)); } public void Dispose() { stateHandler?.ChangeState(new IVMateDisappear(this, () => gameObject.SetActive(false))); } public bool CastSkill() { if (IsCastSkillAvailable) { stateHandler?.ChangeState(new IVMateCastSkill(this, BattleMgr.Instance.GetPlayer())); return true; } return false; } }