139 lines
3.2 KiB
C#

using System;
using DG.Tweening;
using UnityEngine;
public enum PlayerState
{
InHome,
InSafeZone,
Moving,
InFinishingPath,
HasFinished
}
public enum PawnType
{
User,
Bot
}
public class PlayerPawn : MonoBehaviour
{
[SerializeField] private PlayerState playerState;
[SerializeField] private Animator animator;
public bool CanSelectPlayer
{
get; private set;
}
private GameplayManager gameplayManager;
public int CurrentTileIndex
{
get; private set;
}
public int PlayerId
{
get; private set;
}
public PlayerType PlayerType
{
get; private set;
}
public bool IsBotPlayer
{
get; private set;
}
public int StepsTaken
{
get; private set;
}
public void AssignBotPlayerState(bool state)
{
IsBotPlayer = state;
}
public void SetPlayerSelectionState(bool state)
{
CanSelectPlayer = state;
if (CanSelectPlayer)
{
// TODO :: Play animation for selecting any of the players
}
}
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
{
StepsTaken++;
CurrentTileIndex = tileIndex;
animator?.SetTrigger("Jump");
// SFX
SoundManager soundManager = InterfaceManager.Instance?.GetInterfaceInstance<SoundManager>();
soundManager?.PlayGameSoundClip(SoundType.Jump);
transform.DOMove(startingPoint, 0.6f).onComplete = () =>
{
animator?.ResetTrigger("Jump");
// Rotate Player
TilesManager tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
int nextTileIndex = gameplayManager.GetNextGeneralTileIndex(this);
Vector3 lookDirection = tilesManager.RetrieveTileBasedOnIndex(nextTileIndex).transform.position - transform.position;
lookDirection.y = 0;
transform.DOLookAt(transform.position + lookDirection, 0.2f);
onComplete?.Invoke();
};
}
public void MoveToCustomTilePosition(Vector3 targetPoint)
{
StepsTaken++;
transform.DOMove(targetPoint, 1f);
}
// when he is defeated
public void MoveBackToHome(Transform transformData)
{
transform.position = transformData.position;
transform.rotation = transformData.rotation;
SetPlayerState(PlayerState.InHome);
StepsTaken = 0;
}
public PlayerState GetPlayerState() => playerState;
public void SetPlayerState(PlayerState state)
{
playerState = state;
}
private void OnMouseDown()
{
if (IsBotPlayer || !CanSelectPlayer) return;
SetGameplayManager();
gameplayManager.OnPawnSelected(this);
}
private void SetGameplayManager()
{
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
}
public void Init(int id, PlayerType playerType)
{
PlayerId = id;
PlayerType = playerType;
}
}