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using UnityEngine;
using UnityEngine.Assertions;
using Spine.Unity;
using Skill_V2;
using System.Collections.Generic;
using IVDataFormat;
public class IVMate : Entity
{
[SerializeField] SkeletonAnimation skeletonAnimation;
[SerializeField] CircleCollider2D castSkillDistance;
[SerializeField] StateHandler stateHandler;
Skill skillInstance;
ContactFilter2D castSkillDistFilter;
List<Collider2D> castSkillDistOverlaped = new List<Collider2D>();
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 OnDestroy()
{
if(skillInstance != null)
{
skillInstance.Stop();
Destroy(skillInstance.gameObject);
}
}
public void SetMateData(MateData mateData)
{
Assert.IsTrue(mateData != null, Logger.LogMessage(LogType.Assert, nameof(SetMateData), "Mate data is null"));
Data = mateData;
var skillData = Data.Skill;
if (skillData is null) return;
skillInstance = Instantiate(skillData.Prefab);
var buffGroup = GamePlayBuffMgr.Instance.BuffGroup;
if (skillData.TryGetStat(StatID.CoolTime, out var coolTime))
{
const eEffectType coolTimeEffectTypeStart = eEffectType.DecMateSkillCoolFlat;
const eEffectType coolTimeEffectTypeEnd = eEffectType.DecMateSkillCoolRate;
for (int i = (int)coolTimeEffectTypeStart; i <= (int)coolTimeEffectTypeEnd; i++)
{
foreach (var buff in buffGroup.GetBuffs((eEffectType)i))
{
coolTime.AddModifier(buff.Value);
}
}
buffGroup.OnChanged -= OnChangeBuff;
buffGroup.OnChanged += OnChangeBuff;
}
skillInstance.SetSkillData(skillData);
skillInstance.Stop();
}
private void OnChangeBuff(BuffData buff, bool added)
{
if (!Data.Skill.TryGetStat(StatID.CoolTime, out var coolTime)) return;
const eEffectType coolTimeEffectTypeStart = eEffectType.DecMateSkillCoolFlat;
const eEffectType coolTimeEffectTypeEnd = eEffectType.DecMateSkillCoolRate;
if (buff.Key >= coolTimeEffectTypeStart && buff.Key <= coolTimeEffectTypeEnd)
{
if (added)
coolTime.AddModifier(buff.Value);
else
coolTime.RemoveModifier(buff.Value);
}
}
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;
}
}