64 lines
1.7 KiB
C#
64 lines
1.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BITKit;
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using BITKit.Entities;
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using Net.BITKit.Impact;
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using UnityEngine;
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namespace Net.BITKit.VFX
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{
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public class VFXService
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{
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private readonly IEntitiesService _entitiesService;
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private readonly IReadOnlyCollection<ScriptableImpact> _scriptableImpacts;
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public VFXService(IEntitiesService entitiesService)
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{
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_entitiesService = entitiesService;
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_scriptableImpacts = _entitiesService.QueryComponents<ScriptableImpact>().ToArray();
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}
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public AudioClip GetAudioClip(IReadOnlyCollection<string> tags)
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{
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var bestMatches = Search(tags);
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return bestMatches.AudioClip;
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}
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public Transform GetPrefab(IReadOnlyCollection<string> tags)
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{
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var bestMatches = Search(tags);
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return bestMatches.Prefab;
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}
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private ScriptableImpact Search(IReadOnlyCollection<string> tags)
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{
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var maxPoint = 0;
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var max = new HashSet<ScriptableImpact>();
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foreach (var impact in _scriptableImpacts)
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{
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var point = impact.Tags.Intersect(tags).Count();
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if (point > maxPoint)
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{
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maxPoint = point;
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max.Clear();
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max.Add(impact);
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}else if (point == maxPoint)
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{
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max.Add(impact);
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}
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}
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if (max.Count is 1)
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{
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return max.First();
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}
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return max.OrderByDescending(x => x.Priority).First();
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}
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}
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}
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