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path: root/AlienSurvival/Assets/Test/Scripts/TestPeaceMaker.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class TestPeaceMaker : MonoBehaviour
{

	[SerializeField] private Transform m_Camera;
	[SerializeField] private float m_Speed;
	[SerializeField] private SpriteRenderer m_Shadow;
	[SerializeField] private Transform m_Centre;
	[SerializeField] private SpriteRenderer m_Arrow;
	[SerializeField] private float m_ArrowRadius;
	[SerializeField] private TestPeaceMakerBullet m_Bullet;
	[SerializeField] private TestPeaceMakerGrenade m_Grenade;
	[SerializeField] private Vector2 m_Zoom;
	[SerializeField] private GameObject m_LaunchVfx;

	private Vector3 zoomIn
	{
		get
		{
			Vector3 zin = new Vector3(m_Zoom.x, m_Zoom.x, 1);
			return zin;
		}
	}
	private Vector3 zoomOut
	{
		get
		{
			Vector3 zout = new Vector3(m_Zoom.y, m_Zoom.y, 1);
			return zout;
		}
	}

	private SpriteRenderer m_SpriteRenderer;
	private TestFakeHeight m_FakeHeight;
	private Coroutine m_CoFire;
	private Coroutine m_CoLaunchGrenade;

	private Vector3 m_PreMouse;

	private Vector2 m_AimDirection;

	private Vector3 m_TargetZoom;

	private enum ControlMode
	{
		Mouse, 
		Joystick,
	}
	private ControlMode m_ControlMode;

	void Start()
	{
		m_SpriteRenderer = GetComponent<SpriteRenderer>();
		m_FakeHeight = GetComponent<TestFakeHeight>();

		m_ControlMode = ControlMode.Mouse;
		m_AimDirection = Vector2.zero;

		m_TargetZoom = new Vector3(m_Zoom.x, m_Zoom.x, 1);
	}

	void Update()
	{
		bool isMove = Move();

		SetAim();

		bool isFire = Fire();
		bool isGrenade = LaunchGrenade();

		CameraFollow();

		CameraZoom(/*isMove ||*/ isFire || isGrenade);
	}

	void CameraZoom(bool zout)
	{
		if(zout)
		{
			m_TargetZoom = zoomOut;
			m_Camera.localScale = Vector3.Lerp(m_Camera.localScale, m_TargetZoom, 0.25f);
		}
		else
		{
			m_TargetZoom = zoomIn;
			m_Camera.localScale = Vector3.Lerp(m_Camera.localScale, m_TargetZoom, /*Time.deltaTime * 2f*/0.25f);
		}
	}

	void CameraFollow()
	{
		Vector3 pos = m_Camera.position;
		pos.x = m_FakeHeight.x;
		pos.y = m_FakeHeight.y;

		if (Vector3.Distance(pos, m_Camera.position) > 0.1f)
		{
			m_Camera.position = Vector3.Lerp(m_Camera.position, pos, 3 * Time.deltaTime);
		}
	}

	bool Move()
	{
		float x = Input.GetAxisRaw("Horizontal");
		float y = Input.GetAxisRaw("Vertical");

		bool isMove = x != 0 || y != 0;

		if (isMove)
		{
			Vector2 direction = new Vector2(x, y).normalized;

			Vector3 position = transform.position;
			position.x += direction.x * m_Speed * Time.deltaTime;
			position.y += direction.y * m_Speed * Time.deltaTime;

			transform.position = position;

			if (x > 0)
			{
				m_SpriteRenderer.flipX = false;
				m_Shadow.flipX = false;
			}
			else if (x < 0)
			{
				m_SpriteRenderer.flipX = true;
				m_Shadow.flipX = true;
			}
		}

		return isMove;
	}

	void SetAim()
	{
		float xAxis = Input.GetAxisRaw("AimHorizontal");
		float yAxis = Input.GetAxisRaw("AimVertical");

		bool bJoytick = xAxis != 0 || yAxis != 0;

		bool bMouse = (Input.mousePosition - m_PreMouse).magnitude > 0.01f;
		m_PreMouse = Input.mousePosition;

		if(bJoytick)
		{
			m_ControlMode = ControlMode.Joystick;
		}
		if(bMouse)
		{
			m_ControlMode = ControlMode.Mouse;
		}

		Vector2 centrePos = m_Centre.position;
		Vector2 dir = Vector2.zero;
		if (m_ControlMode == ControlMode.Mouse)
		{
			Vector2 camPos = GetCameraPosition();
			dir = (camPos - centrePos).normalized;
		}
		else
		{
			dir = new Vector2(xAxis, -yAxis).normalized;
		}

		if(dir.magnitude > 0)
		{
			m_AimDirection = dir;
			Vector2 arrowPos = centrePos + m_ArrowRadius * m_AimDirection;
			m_Arrow.transform.position = new Vector3(arrowPos.x, arrowPos.y, m_Arrow.transform.position.z);
			m_Arrow.transform.rotation = Quaternion.Euler(0, 0, Mathf.Atan2(m_AimDirection.y, m_AimDirection.x) * Mathf.Rad2Deg);
		}
	}

	Vector2 GetCameraPosition()
	{
		Vector3 screenPos = Input.mousePosition;
		Vector2 target = Camera.main.ScreenToWorldPoint(screenPos);
		return target;
	}

	bool Fire()
	{
		if (Input.GetButtonDown("Fire1") || (Input.GetAxis("GunTrigger") == 1))
		{
			if (m_CoFire == null)
			{
				m_CoFire = StartCoroutine(coFire(0.1f));
			}
		}
		if (!Input.GetButton("Fire1") && (Input.GetAxis("GunTrigger") == 0))
		{
			if(m_CoFire != null)
			{
				StopCoroutine(m_CoFire);
				m_CoFire = null;
			}
			return false;
		}
		return true;
	}

	bool LaunchGrenade()
	{
		if (Input.GetButtonDown("Fire2") || (Input.GetAxis("BombTrigger") == 1))
		{
			if (m_CoLaunchGrenade == null)
			{
				m_CoLaunchGrenade = StartCoroutine(coLaunchGrenade(0.2f));
			}
		}
		if (!Input.GetButton("Fire2") && (Input.GetAxis("BombTrigger") == 0))
		{
			if (m_CoLaunchGrenade != null)
			{
				StopCoroutine(m_CoLaunchGrenade);
				m_CoLaunchGrenade = null;
			}
			return false;
		}
		return true;
	}

	Vector3 GetRandomDirection()
	{
		Vector3 dirOnPlane = Quaternion.Euler(0, 0, Random.Range(-15f, 15f)) * new Vector3(m_AimDirection.x, m_AimDirection.y, 0);
		dirOnPlane = dirOnPlane.normalized;
		Vector3 dir = new Vector3(dirOnPlane.x, dirOnPlane.y, Random.Range(0f,0.5f)).normalized;
		return dir.normalized;
	}

	IEnumerator coFire(float interval)
	{
		while (true)
		{
			CreateBullet(m_AimDirection, 12f, 2f);
			//CreateBullet(TestMathHelper.Rotate(m_AimDirection, 10 * Mathf.Deg2Rad), 12f, 2f);
			//CreateBullet(TestMathHelper.Rotate(m_AimDirection, -10 * Mathf.Deg2Rad), 12f, 2f);

			yield return new WaitForSeconds(interval);
		}
	}

	TestPeaceMakerBullet CreateBullet(Vector2 dir, float speed, float lifeTime)
	{
		TestPeaceMakerBullet bullet = Instantiate<TestPeaceMakerBullet>(m_Bullet);

		bullet.transform.position = m_Arrow.transform.position + new Vector3(m_AimDirection.x, m_AimDirection.y, 0) * -0.3f;

		bullet.Set(dir, speed, lifeTime);
		bullet.gameObject.SetActive(true);

		return bullet;
	}

	IEnumerator coLaunchGrenade(float interval)
	{
		while (true)
		{
			TestPeaceMakerGrenade grenade = Instantiate<TestPeaceMakerGrenade>(m_Grenade);

			Vector3 position = m_FakeHeight.position + new Vector3(0, 0, 1.8f);

			grenade.Set(position, GetRandomDirection(), Random.Range(8f, 10f));
			grenade.gameObject.SetActive(true);

			yield return new WaitForSeconds(interval);
		}
	}

}