Code refactor

This commit is contained in:
2023-02-20 23:08:24 +02:00
parent 4cc6b1c7bf
commit 1002e27db4
14 changed files with 577 additions and 1447 deletions
+26 -32
View File
@@ -3,20 +3,20 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using static GameManager;
using static UnityEditor.PlayerSettings;
public class PlayerManager : MonoBehaviour
{
private enum States { Idle, Walking, Sleeping };
[SerializeField]
public LayerMask _walkableLayer;
[SerializeField]
public NavMeshAgent _navAgent;
[SerializeField]
public Animator _animator;
[SerializeField]
private Camera _camera;
[SerializeField]
public ParticleSystem _targetDest;
public bool allowMovement = true;
private States _state;
@@ -24,43 +24,37 @@ public class PlayerManager : MonoBehaviour
public Dictionary<StatsId, Stat> PlayerStats;
public IWorkPlace WorkPlace { get; set; }
private Vector3 _pointToMove;
private bool _movePointReceived=false;
private void OnEnable()
private void Start()
{
TimeManager.OnMinuteChanged += UpdatePlayerState;
}
private void OnDisable()
{
TimeManager.OnMinuteChanged -= UpdatePlayerState;
}
// Start is called before the first frame update
void Start()
{
allowMovement = true;
_navAgent.updatePosition = false;
PlayerStats = GameManager.Instance.PlayerStats;
MouseInputManager.Instance.OnMovementTargetSelected += Mouse_OnMovementTargetSelected;
}
// Update is called once per frame
void Update()
{
if (allowMovement)
{
if (Input.GetMouseButton(0))
{
_targetDest.Stop();
if (Physics.Raycast(_camera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, 100))
{
var pos = hit.point;
pos.y += 0.2f;
_targetDest.transform.position = pos;
_navAgent.SetDestination(pos);
_targetDest.Play();
}
}
}
private void Mouse_OnMovementTargetSelected(object sender, OnMovementTargetSelectedEventArgs e)
{
_pointToMove= e.PointToMove;
_movePointReceived = true;
}
private void OnDestroy()
{
TimeManager.OnMinuteChanged -= UpdatePlayerState;
MouseInputManager.Instance.OnMovementTargetSelected -= Mouse_OnMovementTargetSelected;
}
private void Update()
{
if (allowMovement && _movePointReceived)
{
_movePointReceived = false;
_navAgent.SetDestination(_pointToMove);
}
var worldDeltaPosition = _navAgent.nextPosition - transform.position;
_groundDeltaPosition.x = Vector3.Dot(transform.right, worldDeltaPosition);