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

88 lines
2.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using BITKit;
using BITKit.Entities;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Animations;
using UnityEngine.UI;
namespace BITFALL.Scene
{
public interface IDoorConfig
{
string Name { get; }
Transform Transform { get; }
Axis Axis { get; }
Vector3 OpenEuler { get; }
Vector3 CloseEuler { get; }
}
[Serializable]
public class BasicDoorConfig:IDoorConfig
{
[SerializeField] private string name;
[SerializeField] private Transform transform;
[SerializeField] private Axis axis;
[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 Axis Axis => axis;
}
public sealed class BasicDoor : MonoBehaviour,IAction,IDescription,ISceneBlockArea,IScenePlayerImpact
{
[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);
}
public void OnPlayerImpact(IEntity entity, float4x4 matrix)
{
if (isOpened) return;
isOpened = true;
if (obstacle) obstacle.enabled = false;
var playerPosition = ((Matrix4x4)matrix).GetPosition();
var dir = transform.InverseTransformPoint(playerPosition);
foreach (var door in doors)
{
var isForward = door.Axis switch
{
Axis.X => dir.x < 0,
Axis.Y => dir.y < 0,
Axis.Z => dir.z < 0,
_ => false,
};
var backEuler = door.OpenEuler;
backEuler.y *= -1;
door.Transform.localRotation = Quaternion.Euler(isForward ? door.OpenEuler : backEuler );
}
}
}
}