summaryrefslogtreecommitdiff
path: root/Assets/Scripts/Unit/Controller/UnitController.cs
blob: 6ccf124bd90314741cae489d99c8570c807d37ac (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//public interface Interactable
//{
//    void OnHit();
//    void OnHurt();
//    void OnGrab();
//}

public class UnitController : MonoBehaviour/*, Interactable*/
{
    public enum UnitType
    {
        PC, 
        Monster,
        Prop,
    }

    public virtual UnitType type { get; }

	// 角色共有的组件

    public UnitRender unitRender;

    public UnitState unitState;
    public PCState pcState { get { return unitState as PCState; } }
    public MonsterState monsterState { get { return unitState as MonsterState; } }

    public UnitAnimation unitAnimation;
    public PCAnimation pcAnimation { get { return unitAnimation as PCAnimation; } }
    public MonsterAnimation monsterAnimation { get { return unitAnimation as MonsterAnimation; } }

    public UnitSkill unitSkill;

	public UnitRootMotion unitRootMotion;

    public UnitCollider unitCollider;

	public UnitDetail unitDetail;

    public UnitBody unitBody;

	public GameObject unitObj; // 角色模型

    protected List<UnitComponent> unitComponents;

	#region 事件监听
	public delegate void OnTimelineEventHandle(AnimationEventBase animEvent);
	public OnTimelineEventHandle onTimelineEvent { get; set; }
	#endregion 

	public bool isTowardRight
	{
		get
		{
            return transform.rotation.eulerAngles.y == 0;
		}
	}

    public virtual bool isOnGround
    {
        get
        {
            return transform.position.y <= 0f;
        }
    }

    public bool isInAir
    {
        get
        {
            return !isOnGround;
        }
    }

    private string m_Folder;
    public string folder
    {
        get
        {
            return m_Folder;
        }
    }

	private bool m_Visible;
	public bool visible
	{
		get
		{
			return m_Visible;
		}
	}

    public virtual Vector3 center
    {
        get
        {
            return GetComponentInChildren<Renderer>().bounds.center;
        }
        set
        {
            Vector3 offset = new Vector3(0, -GetComponentInChildren<Renderer>().bounds.size.y / 2f, 0);
            transform.position = value + offset;
        }
    }

    public virtual void Initialize( GameObject obj , string folder)
    {
		unitObj = obj;
        m_Folder = folder;
        unitComponents = new List<UnitComponent>();

        Initialize();

        OnPostInitailize();
    }

    protected virtual void Initialize()
    {
        unitSkill = GetOrAddUnitComponent<UnitSkill>();
        unitSkill.Initialize();

        unitRootMotion = GetOrAddUnitComponent<UnitRootMotion>();
        unitRootMotion.Initialize();

        unitCollider = GetOrAddUnitComponent<UnitCollider>();
        unitCollider.Initialize();

        unitBody = GetOrAddUnitComponent<UnitBody>();
        unitBody.Initialize();

        unitRender = GetOrAddUnitComponent<UnitRender>();
        unitRender.Initialize();

        unitDetail = gameObject.GetComponentInChildren<UnitDetail>();
    }

    private void OnPostInitailize()
    {
        if (unitComponents == null)
            return;
        for(int i = 0; i < unitComponents.Count; ++i)
        {
            unitComponents[i].OnPostInitialize();
        }
    }

    protected T GetOrAddUnitComponent<T>() where T : UnitComponent
    {
        T comp = gameObject.GetOrAddComponent<T>();
        Debug.Assert(unitComponents != null);
        unitComponents.Add(comp);
        return comp;
    }

    public virtual void Update()
	{
		unitRender.OnUpdate();
		unitState.OnUpdate();
		unitAnimation.OnUpdate();
		unitSkill.OnUpdate();
		unitRootMotion.OnUpdate();
	}

	public virtual void OnDestroy()
	{
	}

    public virtual void OnHit(CollisionInfo info)
    {
    }

    public virtual void OnGetHit(CollisionInfo info)
    {
    }

    public virtual void OnGetShot(CollisionInfo info)
    {
    }


    public virtual void OnGrab()
    {
    }

    public virtual void OnPull()
    {
    }

	public void SetYPosition(float y)
	{
		Vector3 pos = transform.position;
		pos.y = y;
		transform.position = pos;
	}

}