BITFALL/Assets/Artists/Scripts/Entities/Armor/EntityArmor.cs

213 lines
5.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using BITFALL.Entities.Equipment;
using BITFALL.Entities.Inventory;
using BITFALL.Items.Armor;
using BITKit;
using BITKit.Entities;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace BITFALL.Entities.Armor
{
[CustomType(typeof(IArmor))]
public class EntityArmor : EntityBehavior,IArmor
{
[SerializeField] private Optional<int> initialArmor;
[SerializeField,HideInInspector] internal int currentArmor;
private int _armor;
public int Armor
{
get => _armor;
set=>OnArmorChanged?.Invoke(currentArmor = _armor = value);
}
public int PlateCapacity { get; private set; }
public bool TryGetCurrentArmor(out IBasicItem item)
{
item = _currentArmor;
return _currentArmor is not null;
}
public IBasicItem[] Plates { get; set; } = Array.Empty<IBasicItem>();
private readonly List<IBasicItem> _plates = new();
public event Action<int> OnArmorChanged;
public event Action<IBasicItem> OnEquipArmor;
public event Action<IBasicItem> OnUnEquipArmor;
public event Action<IBasicItem[]> OnPlatesChanged;
[Inject] private IHealth _health;
[Inject(true)] private IPlayerEquipSelector _playerEquipSelector;
[Inject(true)] private IEntityInventory _inventory;
[Inject(true)] private IEntityEquipmentContainer _equipmentContainer;
private IBasicItem _currentArmor;
public override void OnAwake()
{
base.OnAwake();
_health.OnDamageFactory += OnDamageFactory;
if (_inventory is not null)
{
_inventory.OnUsedItem += OnUsedItem;
_inventory.AllowUseItemFactory += OnAllowUse;
}
if (_equipmentContainer is not null)
{
_equipmentContainer.OnEquip += OnEquip;
_equipmentContainer.OnDeEquip += OnDeEquip;
}
if (_playerEquipSelector is not null)
_playerEquipSelector.TryEquipFactory += OnTryEquip;
}
public override void OnStart()
{
base.OnStart();
if (initialArmor.Allow)
{
Armor = initialArmor.Value;
}
}
private bool OnAllowUse(IBasicItem arg)
{
if (OnTryEquip(arg) is false)
{
throw new InGameException("<color=yellow>无护甲或护甲已满</color>");
}
if (arg.TryGetProperty<AsArmor>(out var nextPlate) is false)
{
return false;
}
if (Plates.Length==PlateCapacity &&
Plates
.Select(x => x.GetOrCreateProperty<AsArmor>())
.All(x => x.CurrentPoint >= nextPlate.CurrentPoint)
)
{
throw new InGameException("<color=yellow>取消装备更低级的护甲</color>");
}
return true;
}
private bool OnTryEquip(IBasicItem arg)
{
if (arg is null) return true;
if (arg.GetAssetable().TryGetProperty<AsArmor>(out _))
{
if (_currentArmor is null)
{
return false;
}
if (Armor == _currentArmor.GetAssetable().As<ScriptableArmor>().Capacity)
{
return false;
}
}
return true;
}
private void OnDeEquip(IEquipmentSlot arg1, IBasicItem arg2)
{
if (arg1 is not EquipmentAsArmor) return;
foreach (var x in Plates)
{
_inventory.DropOrSpawn(x);
}
Plates = Array.Empty<IBasicItem>();
_plates.Clear();
_currentArmor = null;
OnUnEquipArmor?.Invoke(arg2);
PlateCapacity = 0;
OnPlatesChanged?.Invoke(Plates);
OnArmorChanged?.Invoke(_armor = 0);
}
private void OnEquip(IEquipmentSlot arg1, IBasicItem arg2)
{
if (arg1 is not EquipmentAsArmor) return;
_currentArmor = arg2;
OnEquipArmor?.Invoke(arg2);
PlateCapacity = arg2.GetAssetable().As<ScriptableArmor>().Capacity;
OnPlatesChanged?.Invoke(Plates);
}
private void OnUsedItem(IBasicItem obj)
{
//if (_currentArmor?.GetAssetable() is not AssetableArmor assetableArmor) return;
if (obj.TryGetProperty<AsArmor>(out var newArmor) is false) return;
if(_plates.Count==PlateCapacity)
{
var min = Plates.OrderBy(x => x.GetOrCreateProperty<AsArmor>().CurrentPoint).First();
UninstallArmor(_plates.IndexOf(min));
}
_plates.Add(obj);
Plates = _plates.ToArray();
OnPlatesChanged?.Invoke(Plates);
_armor += newArmor.CurrentPoint;
OnArmorChanged?.Invoke(_armor);
}
private int OnDamageFactory(DamageMessage arg1, int damage)
{
if (_currentArmor is null && initialArmor.Allow is false) return damage;
if (Armor is 0) return damage;
for (var index = Plates.Length-1; index >=0 ; index--)
{
var x = Plates[index];
var plate = x.GetOrCreateProperty<AsArmor>();
if (plate.CurrentPoint <= damage)
{
_plates.Remove(x);
damage -= plate.CurrentPoint;
}
else
{
plate.CurrentPoint -= damage;
damage = 0;
x.TrySetProperty(plate);
}
if (damage <= 0)
{
break;
}
}
Plates = _plates.ToArray();
OnPlatesChanged?.Invoke(Plates);
return damage;
}
public void UninstallArmor(int index)
{
if(_plates.IndexInRange(index) is false)
{
throw new InGameException("护甲板索引超出范围");
}
var plate = _plates[index];
if(_inventory.Add(plate) is false)
{
_inventory.DropOrSpawn(plate);
}
_plates.RemoveAt(index);
Plates = _plates.ToArray();
OnPlatesChanged?.Invoke(Plates);
}
}
}