Refactor code

This commit is contained in:
Vladimir Koshevarov
2023-02-28 16:19:40 +02:00
parent dad45af7a9
commit b71fa6a9eb
13 changed files with 65 additions and 71 deletions
+235
View File
@@ -0,0 +1,235 @@
using Assets.Scripts.Actions.Interfaces;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Runtime.Serialization;
using UnityEngine;
using UnityEngine.AI;
public class BlockingAnimation : Attribute
{
}
public enum Tasks { Move, Interact, Rotate };
public enum TaskStatus { Waiting, InProgress, Complete };
public enum AnimationStates
{
[EnumMember(Value = "Idle")]
Idle,
[EnumMember(Value = "Move")]
Walking,
[EnumMember(Value = "Sleeping")]
Sleeping,
[EnumMember(Value = "StandToSit")]
[BlockingAnimation]
Sitting,
[EnumMember(Value = "SitToStand")]
[BlockingAnimation]
Standing
};
public class Player : MonoBehaviour
{
public static Player Instance { get; private set; }
[SerializeField]
public NavMeshAgent _navAgent;
[SerializeField]
public Animator _animator;
private bool _isAllowMovement;
private AnimationStates _currentAnimation;
private Vector3 _groundDeltaPosition;
public Dictionary<StatsId, Stat> Stats;
public IWorkPlace WorkPlace { get; set; }
private readonly Queue<PlayerTasks> _tasks = new Queue<PlayerTasks>();
private PlayerTasks _currentTask;
private const string WALK_VELOCITY = "WalkVelocity";
private void Awake()
{
if (Instance != null)
{
Debug.Log("There's more than one player instance");
return;
}
Instance = this;
}
private void Start()
{
TimeManager.OnMinuteChanged += UpdateStatsByClock;
_isAllowMovement = true;
_navAgent.updatePosition = false;
Stats = PlayerStats.CreateInitialStats();
}
private void OnDestroy()
{
TimeManager.OnMinuteChanged -= UpdateStatsByClock;
}
private void Update()
{
if (IsBlockingAnimation(_currentAnimation))
{
if (IsAnimationStatePlaying(0, GetEnumMemberValue(_currentAnimation)))
return;
}
if (_currentTask == null || _currentTask.Status == TaskStatus.Complete)
{
_tasks.TryDequeue(out _currentTask);
}
if (_currentTask != null)
{
if (_currentTask.Status == TaskStatus.Waiting)
Debug.Log($"Current task {_currentTask.Task}");
switch (_currentTask.Task)
{
case Tasks.Rotate:
_currentTask.UpdateStatus(Rotate(_currentTask.TagretObject._playerArrivePoint.forward));
break;
case Tasks.Move:
if (_currentAnimation == AnimationStates.Sitting)
{
SetPlayerAnimation(AnimationStates.Standing);
return;
}
_navAgent.SetDestination(_currentTask.TagretObject._playerArrivePoint.position);
_currentTask.UpdateStatus(MoveToPoint());
break;
case Tasks.Interact:
if (pathComplete(_currentTask.TagretObject._playerArrivePoint.position))
_currentTask.UpdateStatus(InteractWithObject(_currentTask.TagretObject));
else
{
AddTask(new PlayerTasks(Tasks.Move, _currentTask.TagretObject));
AddTask(new PlayerTasks(Tasks.Rotate, _currentTask.TagretObject));
AddTask(_currentTask);
_currentTask = null;
}
break;
}
}
}
private TaskStatus MoveToPoint()
{
SetPlayerAnimation(AnimationStates.Walking);
var worldDeltaPosition = _navAgent.nextPosition - transform.position;
_groundDeltaPosition.x = Vector3.Dot(transform.right, worldDeltaPosition);
_groundDeltaPosition.y = Vector3.Dot(transform.forward, worldDeltaPosition);
Vector2 velocity = (Time.deltaTime > 1e-5f) ? _groundDeltaPosition / Time.deltaTime : Vector2.zero;
_animator.SetFloat(WALK_VELOCITY, velocity.y);
return pathComplete(_navAgent.destination) ? TaskStatus.Complete : TaskStatus.InProgress;
}
private bool pathComplete(Vector3 destination)
{
if (Vector3.Distance(destination, _navAgent.transform.position) <= _navAgent.radius)
{
if (!_navAgent.hasPath || _navAgent.velocity.sqrMagnitude < 0.2f)
{
SetPlayerAnimation(AnimationStates.Idle);
return true;
}
}
return false;
}
public TaskStatus Rotate(Vector3 target)
{
var targetRot = Quaternion.LookRotation(target);
Quaternion rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(target), 10 * Time.deltaTime);
rotation.x = 0;
transform.rotation = rotation;
if (targetRot == transform.rotation)
{
return TaskStatus.Complete;
}
return TaskStatus.InProgress;
}
private TaskStatus InteractWithObject(BaseInteractableObject interactableObject)
{
interactableObject.Interact(this);
return TaskStatus.Complete;
}
public void SetPlayerAnimation(AnimationStates newState)
{
if (newState == _currentAnimation)
{
return;
}
_animator.Play(GetEnumMemberValue(newState));
_currentAnimation = newState;
}
private bool IsAnimationStatePlaying(int animLayer, string stateName)
{
if (_animator.GetCurrentAnimatorStateInfo(animLayer).IsName(stateName) &&
_animator.GetCurrentAnimatorStateInfo(animLayer).normalizedTime < 1.0f)
return true;
else
return false;
}
private void OnAnimatorMove()
{
transform.position = _navAgent.nextPosition;
}
public void AddTask(PlayerTasks task)
{
_tasks.Enqueue(task);
}
public void UpdateStatsByClock()
{
Stats[StatsId.Food].deduct(0.034m); // 48 hours it's 100, 100/2880=~0.034 per minute
if (_currentAnimation != AnimationStates.Sleeping)
{
Stats[StatsId.Energy].deduct(0.1m); // 24 hours it's 100, 100/1440=~0.096 per minute
}
else
{
Stats[StatsId.Energy].increase(1m);
}
}
public void BuyAction(IPlayerAction action)
{
Stats[StatsId.Money].deduct(((ISellable)action).Price);
action.ApplyAction(this);
}
private static string GetEnumMemberValue<T>(T value)
where T : struct, IConvertible
{
return typeof(T)
.GetTypeInfo()
.DeclaredMembers
.SingleOrDefault(x => x.Name == value.ToString())
?.GetCustomAttribute<EnumMemberAttribute>(false)
?.Value;
}
private static bool IsBlockingAnimation<T>(T value)
where T : struct, IConvertible
{
var enumType = typeof(T);
var memInfo = enumType.GetMember(value.ToString());
var attr = memInfo.FirstOrDefault()?.GetCustomAttributes(false).OfType<BlockingAnimation>().FirstOrDefault();
return attr != null;
}
}