Files
real-shooter/Assets/Scripts/Character/MovementController.cs

119 lines
3.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class MovementController : MonoBehaviour
{
<<<<<<< HEAD
public int PointStartID { get; set; }
public int PointEndID { get; private set; }
public float FlagDistance { get; private set; }
private const float updateFlagPositionDelay = 5;
private const float updateReachedDestinationDelay = 5;
=======
public NavPoint currentPosition { get; set; }
private Dictionary<int, NavPoint> navPoints = new Dictionary<int, NavPoint>();
[SerializeField] private NavMeshAgent navMeshAgent;
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
[SerializeField] private NavMeshAgent navMeshAgent;
[SerializeField] private GameObject flag;
public float DistanceToGo { get; private set; }
public float RemainingDistance => navMeshAgent.remainingDistance;
private Dictionary<int, NavPoint> idNavPointDict;
private void Awake()
{
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navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
idNavPointDict = MapManager.IDToNavPoint;
InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay);
InvokeRepeating(nameof(ReachedDestination), 0, updateReachedDestinationDelay);
}
private void OnDestroy()
{
CancelInvoke(nameof(UpdateFlagPosition));
}
private void UpdateFlagPosition()
{
FlagDistance = (flag.transform.position - gameObject.transform.position).magnitude;
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navMeshAgent.speed = SettingsReader.Instance.GetSettings.movementSpeed;
foreach (var np in MapManager.navPoints) {
navPoints[np.PointId] = np;
}
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
}
public void MoveToPointById(int id)
{
if (!navPoints.ContainsKey(id))
{
Debug.LogWarning("PIDOR");
return;
}
goToNextNavPoint(navPoints[id]);
}
public void MoveToRandomPoint()
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{
Debug.Log(MapManager.NavPoints == null);
GoToNextNavPoint(MapManager.NavPoints[Random.Range(0, MapManager.NavPoints.Count)]);
=======
{
// Debug.Log(MapManager.navPoints == null);
goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
}
public List<NavPoint> GetPointsCandidate()
{
<<<<<<< HEAD
return MapManager.NavPoints
.Where(point =>
(idNavPointDict[PointStartID].Position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance)
=======
return MapManager.navPoints
.Where(point => (currentPosition.position - point.position).magnitude < SettingsReader.Instance.GetSettings.movementDistance)
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
.ToList();
}
public void GoToNextNavPoint(NavPoint destination)
{
if (navMeshAgent.isStopped == true) navMeshAgent.isStopped = false;
PointStartID = PointEndID;
PointEndID = destination.PointId;
navMeshAgent.SetDestination(destination.Position);
DistanceToGo = navMeshAgent.remainingDistance;
}
public void ReturnToStartPoint()
{
if (navMeshAgent.isStopped == true) navMeshAgent.isStopped = false;
navMeshAgent.SetDestination(idNavPointDict[PointStartID].Position);
PointEndID = PointStartID;
PointStartID = -1;
}
public void StopOnPath()
{
navMeshAgent.isStopped = true;
PointStartID = -1;
PointEndID = -1;
}
public void ReachedDestination()
{
if ((navMeshAgent.isStopped == false) && (navMeshAgent.velocity.magnitude < 0.1))
PointStartID = PointEndID;
}
}