BITFALL/Assets/Artists/Scripts/Entities/Character/EntityCharacter.cs

133 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using BITFALL.Entities.Equipment;
using BITKit.PlayerCamera;
using UnityEngine;
using UnityEngine.Rendering;
namespace BITKit.Entities.Player.Character
{
public class EntityCharacter : EntityPlayerBehavior
{
[Header(Constant.Header.Components)]
[SerializeField] private Renderer[] fpvRenderer = Array.Empty<Renderer>();
[SerializeField] private Renderer[] tpvRenderer = Array.Empty<Renderer>();
[SerializeField] private Renderer[] fpvOverrideRenderers = Array.Empty<Renderer>();
[SerializeField] private Transform[] tpvRendererGroup = Array.Empty<Transform>();
[Header(Constant.Header.Reference)]
[SerializeReference, SubclassSelector] public IReference getDamage;
[Inject(true)] private IHealth _health;
[Inject(true)] private IPlayerCameraService _cameraService;
[Inject(true)] private IEntityOverride _entityOverride;
[Inject(true)] private IEntityEquipment _equipment;
private Renderer[] _tpvRendererGroup;
private readonly ValidHandle allowFPVOverride = new();
public override void OnStart()
{
if (_health is not null)
{
_health.OnSetAlive += _ => UpdateMeshState();
_health.OnDamageRelease += OnDamageRelease;
}
if (_cameraService is not null)
_cameraService.OnCameraActivated += _ => UpdateMeshState();
if (_entityOverride is not null)
_entityOverride.OnOverride += _ =>
{
UpdateMeshState();
allowFPVOverride.SetElements(_entityOverride,_);
};
_tpvRendererGroup = tpvRendererGroup.SelectMany(x => x.GetComponentsInChildren<Renderer>(true)).ToArray();
if (_equipment is not null)
{
_equipment.OnEquipAddressable += _ =>
{
allowFPVOverride.RemoveElement(_equipment);
};
_equipment.OnUnEquipAddressable += _ =>
{
allowFPVOverride.AddElement(_equipment);
};
}
allowFPVOverride.AddListener(value =>
{
foreach (var x in fpvOverrideRenderers)
{
x.enabled = value;
}
});
allowFPVOverride.AddElement(_equipment);
allowFPVOverride.Invoke();
}
public override void OnPlayerInitialized()
{
UpdateMeshState();
}
public override void OnPlayerDispose()
{
SetFPV(false);
}
// private void OnSetHP(int hp)
// {
// UnityEntity.Invoke<string>(Constant.Animation.Play, getDamage.Value);
// }
private void OnDamageRelease(DamageMessage damageMessage)
{
UnityEntity.Invoke<string>(Constant.Animation.Play, getDamage.Value);
}
private void UpdateMeshState()
{
switch (_health, _cameraService)
{
case (null, null):
SetFPV(true);
break;
case (null, not null):
SetFPV(_cameraService.IsCameraActivated);
break;
case (not null, null):
SetFPV(_health.IsAlive);
break;
case (not null, not null):
SetFPV(_health.IsAlive && _cameraService.IsCameraActivated);
break;
}
allowFPVOverride.Invoke();
}
private void SetFPV(bool isFpv)
{
var shadowMode = isFpv ?
ShadowCastingMode.ShadowsOnly :
ShadowCastingMode.On;
foreach (var x in fpvRenderer)
{
x.enabled = isFpv;
}
foreach (var x in tpvRenderer)
{
x.shadowCastingMode = shadowMode;
}
foreach (var x in _tpvRendererGroup)
{
x.shadowCastingMode =
_entityOverride is not null
? _entityOverride.IsOvering ? ShadowCastingMode.On : shadowMode
: shadowMode;
}
}
}
}