BITFALL/Assets/Artists/Scripts/Scenes/BasicDoor.cs

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C#
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2023-12-30 17:37:48 +08:00
using System;
using System.Collections;
using System.Collections.Generic;
using BITKit;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.AI;
namespace BITFALL.Scene
{
public interface IDoorConfig
{
string Name { get; }
Transform Transform { get; }
Vector3 OpenEuler { get; }
Vector3 CloseEuler { get; }
}
[Serializable]
public class BasicDoorConfig:IDoorConfig
{
[SerializeField] private string name;
[SerializeField] private Transform transform;
[SerializeField] private Vector3 openEuler;
[SerializeField] private Vector3 closeEuler;
public string Name => name;
public Transform Transform => transform;
public Vector3 OpenEuler => openEuler;
public Vector3 CloseEuler => closeEuler;
}
public sealed class BasicDoor : MonoBehaviour,IAction,IDescription,ISceneBlockArea
{
[SerializeReference,SubclassSelector] private IReference objName;
[SerializeField] private bool isOpened;
[SerializeField] private bool isLocked;
[SerializeField] private new Collider collider;
[SerializeField] private NavMeshObstacle obstacle;
[SerializeReference, SubclassSelector] private IDoorConfig[] doors;
public void Execute()
{
if(isLocked)return;
isOpened = !isOpened;
foreach (var door in doors)
{
door.Transform.localRotation = Quaternion.Euler(isOpened ? door.OpenEuler : door.CloseEuler);
}
if(obstacle)obstacle.enabled = !isOpened;
}
public string Name => objName.Value;
public bool IsBlocked =>isLocked || !isOpened;
public bool InRange(float3 position)=>collider.bounds.Contains(position);
public bool InRange(float3 position, float3 direction)
{
var ray = new Ray(position, ((Vector3)direction).normalized);
return collider.Raycast(ray, out _, 1f);
}
}
}