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#if UNITY_EDITOR
using System;
using UnityEngine;
using XUtliPoolLib;
using System.Collections.Generic;

namespace XEditor
{
	class XSkillManipulate
	{
        private XSkillHoster _hoster = null;

        private Dictionary<long, XManipulationData> _item = new Dictionary<long, XManipulationData>();
        public Dictionary<long, XManipulationData> Set { get { return _item; } }

        public XSkillManipulate(XSkillHoster hoster)
        {
            _hoster = hoster;
        }

        public void Add(long token, XManipulationData data)
        {
            if (!_item.ContainsKey(token))
            {
                _item.Add(token, data);
            }
        }

        public void Remove(long token)
        {
            if (token == 0) _item.Clear();
            else
            {
                _item.Remove(token);
            }
        }

        public void Update(float deltaTime)
        {
            XSkillHit[] hits = GameObject.FindObjectsOfType<XSkillHit>();

            foreach (XManipulationData data in _item.Values)
            {
                Vector3 center = _hoster.transform.position + _hoster.transform.rotation * new Vector3(data.OffsetX, 0, data.OffsetZ);

                foreach (XSkillHit hit in hits)
                {
                    Vector3 gap = center - hit.transform.position; gap.y = 0;
                    float dis = gap.magnitude;

                    if (dis < data.Radius && (dis == 0 || Vector3.Angle(-gap, _hoster.transform.forward) <= data.Degree * 0.5f))
                    {
                        float len = data.Force * deltaTime;

                        Vector3 dir = gap.normalized;
                        Vector3 move = dir * Mathf.Min(dis, len);

                        hit.transform.Translate(move, Space.World);
                    }
                }
            }
        }
	}
}
#endif