BITFALL/Assets/Artists/Scripts/Player/Survival/PlayerSurvival.cs

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2023-09-01 14:33:54 +08:00
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using BITKit;
using BITKit.Entities;
using UnityEngine;
namespace BITFALL.Player.Survival
{
[CustomType(typeof(IPlayerSurvival))]
public class PlayerSurvival : EntityComponent, IPlayerSurvival
{
[SerializeReference, SubclassSelector] private IPlayerSurvivalState[] survivalStates;
private readonly IntervalUpdate interval = new(1);
private bool initialized;
private CancellationToken _cancellationToken;
public override void OnAwake()
{
_cancellationToken = entity.Get<CancellationToken>();
foreach (var x in survivalStates)
{
x.OnStateInitialize();
}
}
public override async void OnStart()
{
foreach (var x in survivalStates)
{
await x.OnStateInitializeAsync(_cancellationToken);
}
foreach (var x in survivalStates)
{
x.OnStateInitialized();
}
initialized = true;
}
public override void OnFixedUpdate(float deltaTime)
{
if (interval.AllowUpdate is false || initialized is false) return;
foreach (var x in survivalStates)
{
x.ProcessState();
if(x.TryGetNewEvent(out var newEvent))
OnSurvivalEventOpened?.Invoke(newEvent);
if(x.TryGetClosedEvent(out var closedEvent))
OnSurvivalEventClosed?.Invoke(closedEvent);
}
}
public event Action<IPlayerSurvivalState> OnSurvivalStateChanged;
public event Action<IPlayerSurvivalEvent> OnSurvivalEventOpened;
public event Action<IPlayerSurvivalEvent> OnSurvivalEventClosed;
}
}