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93 lines
2.8 KiB
93 lines
2.8 KiB
using UnityEngine;
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using Spine.Unity;
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using Skill_V2;
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using System.Collections.Generic;
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public class IVMate : Entity
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{
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[SerializeField] uint id;
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[SerializeField] SkeletonAnimation skeletonAnimation;
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[SerializeField] CircleCollider2D castSkillDistance;
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[SerializeField] StateHandler stateHandler;
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[SerializeField] Skill skillPrefab;
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Skill skillInstance;
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ContactFilter2D castSkillDistFilter;
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List<Collider2D> castSkillDistOverlaped = new List<Collider2D>();
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public MateData Data { get; private set; }
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public SkeletonAnimation SkeletonAnimation => skeletonAnimation;
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public bool IsSafeChange => stateHandler.CurrentState is IVMateIdle || stateHandler.CurrentState is IVMateChasePlayer;
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public bool IsCastSkillAvailable => IsSafeChange && !Skill.IsInCoolTime && IsEnemyExistInCastSkillDistance;
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public bool IsEnemyExistInCastSkillDistance
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{
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get
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{
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castSkillDistance.radius = Data.DefaultCastSkillDistance;
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castSkillDistOverlaped.Clear();
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castSkillDistance.OverlapCollider(castSkillDistFilter, castSkillDistOverlaped);
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for(int i = 0; i < castSkillDistOverlaped.Count; ++i)
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{
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var overlapped = castSkillDistOverlaped[i];
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if (overlapped.CompareTag("Enemy") && overlapped.TryGetComponent(out CreatureBase creature) && creature.IsBattleAvail())
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return true;
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}
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return false;
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}
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}
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public Skill Skill => skillInstance;
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private void Awake()
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{
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#if UNITY_EDITOR
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if (MateDataGroup.Instance.TryGetMateData(id, out MateData result))
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Data = result;
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else
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Logger.LogError("MateDataGroup does not have MateData with id: " + id);
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#else
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MateDataGroup.Instance.TryGetMateData(id, out Data);
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#endif
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skillInstance = Instantiate(skillPrefab);
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skillInstance.Stop();
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}
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private void OnDestroy()
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{
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if(skillInstance != null)
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{
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skillInstance.Stop();
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Destroy(skillInstance.gameObject);
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}
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}
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public void UpdateSkillCoolTime() => skillInstance.UpdateSkillCoolTime();
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public void Spawn(IVCharacter player, Vector2 lookDir, Transform spawnPosition = null)
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{
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gameObject.SetActive(true);
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stateHandler?.ChangeState(new IVMateAppear(this, player, lookDir, spawnPosition));
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}
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public void Dispose()
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{
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stateHandler?.ChangeState(new IVMateDisappear(this, () => gameObject.SetActive(false)));
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}
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public bool CastSkill()
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{
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if (IsCastSkillAvailable)
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{
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stateHandler?.ChangeState(new IVMateCastSkill(this, BattleMgr.Instance.GetPlayer()));
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return true;
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}
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return false;
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}
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}
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