BITFALL/Assets/Artists/Scripts/Entities/Melee/EntityMelee.cs

74 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Xml;
using BITFALL.Combat;
using BITKit.Animations;
using BITKit.Entities.Melee;
using Unity.Mathematics;
using UnityEngine;
namespace BITKit.Entities
{
[CustomType(typeof(IMeleeCombat))]
public class EntityMelee : EntityBehavior,IMeleeCombat
{
[SerializeField] private UnityAnimator unityAnimator;
[Header(Constant.Header.Settings)]
[SerializeField] private int damage=50;
[SerializeReference, SubclassSelector, Inject(true)] private IMeleeService meleeService;
[Inject(true)] private IEntityOverride entityOverride;
public override void OnStart()
{
UnityEntity.AddListener<int>("Melee", Melee);
UnityEntity.AddListener<string>(AIAction);
unityAnimator[0].onStateEnter += OnStateEnter;
}
private void OnStateEnter(string obj)
{
if(entityOverride is null)return;
if (obj is "HitStun")
{
entityOverride.AddOverride(this);
}
else
{
entityOverride.RemoveOverride(this);
}
}
private void AIAction(string actionName)
{
switch (actionName)
{
case "Melee":
break;
}
}
private void Melee(int _damage)
{
var forward = Transform.forward;
meleeService.Melee(new MeleeCommand()
{
PlayerId = Entity.Id,
Position = Transform.position + Vector3.up,
Force = forward * 128,
Range = 1.6f,
Damage = _damage,
Forward = forward
});
unityAnimator.Play("Attack");
//entity.Invoke(Constant.Animation.Play, "Melee");
}
public void Execute() => Melee(damage);
public void HitStun()
{
unityAnimator.Play("HitStun");
}
}
}