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path: root/Assets/Scripts/Unit/Controller/MonsterController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonsterController : UnitController
{
    public override UnitType type { get { return UnitType.Monster; } }

    protected override void Initialize()
    {
        base.Initialize();

        unitState = GetOrAddUnitComponent<MonsterState>();
        unitState.Initialize();

        unitAnimation = GetOrAddUnitComponent<MonsterAnimation>();
        unitAnimation.Initialize();
    }

    public override void Update()
    {
        base.Update();
    }

    public override void OnHit(CollisionInfo info)
    {
    }

    public override void OnGetHit(CollisionInfo info)
    {
        ColliderBox hitbox = info.collider.colliderInfo.collider;
        Debug.Assert(hitbox.type == ColliderBox.EColliderType.HitBox);

        if(hitbox.hitResponse == ColliderBox.EHitResponse.Light)
        {
            monsterState.ChangeState(MonsterState.EUnitState.HitLight, new MonsterState.HitLightParam(), true);
        }
        else if (hitbox.hitResponse == ColliderBox.EHitResponse.HitAir)
        {
            monsterState.ChangeState(MonsterState.EUnitState.HitAir, new MonsterState.HitAirParam());
        }
        else if (hitbox.hitResponse == ColliderBox.EHitResponse.HitInAir)
        {
            monsterState.ChangeState(MonsterState.EUnitState.HitInAir, new MonsterState.HitInAirParam(), true);
        }

        string path = hitbox.sparkPath;
		GameObject vfx = ResourceManager.Instance.LoadAsset<GameObject>(path);
        if(vfx != null)
        {
            GameObject go = GameObject.Instantiate(vfx);
            go.transform.position = center + hitbox.sparkOffset;
			go.transform.localScale = hitbox.sparkScale;
        }
    }

    public override void OnGetShot(CollisionInfo info)
    {
        monsterState.ChangeState(MonsterState.EUnitState.HitLight, new MonsterState.HitLightParam(), true);
    }

    public virtual bool IsFacePC()
    {
        PCController pc = PCController.instance;
        float pcX = pc.transform.position.x;
        float x = transform.position.x;
        bool isface = pcX > x && isTowardRight || pcX <= x && !isTowardRight;
        return isface;
    }

    // 朝向PC
    public virtual void FacePC()
    {
        if (IsFacePC())
            return;
        PCController pc = PCController.instance;
        float pcX = pc.transform.position.x;
        float x = transform.position.x;
        if (pcX > x)
        {
            transform.rotation = Quaternion.Euler(0, 0, 0);
        }
        else
        {
            transform.rotation = Quaternion.Euler(0, 180, 0);
        }
    }

    public virtual void FaceToFacePC()
    {
        PCController pc = PCController.instance;
        transform.rotation = Quaternion.Euler(0, 180, 0) * pc.transform.rotation;
    }

}