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tiny_tackle_heroes/Assets/_Project/Scripts/Defense/DefenseSummonUnit.cs
T

119 lines
4.3 KiB
C#

using UnityEngine;
namespace BumpCombat.Defense
{
[DisallowMultipleComponent]
public sealed class DefenseSummonUnit : MonoBehaviour
{
private static Sprite[] idleFrames;
private static Sprite[] attackFrames;
private DefenseTower owner;
private DefensePrototypeController controller;
private Vector2 anchorLocalPosition;
private SpriteRenderer spriteRenderer;
private float attackCooldown;
private float attackAnimationTime = -1f;
public void Configure(
DefenseTower tower,
DefensePrototypeController prototypeController,
Vector2 localAnchor)
{
owner = tower;
controller = prototypeController;
anchorLocalPosition = localAnchor;
spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
idleFrames ??= Resources.LoadAll<Sprite>("Tutorial/Swordsman_Idle");
attackFrames ??= Resources.LoadAll<Sprite>("Tutorial/Swordsman_BumpAttack-v1");
if (idleFrames.Length > 0)
{
spriteRenderer.sprite = idleFrames[0];
}
spriteRenderer.color = new Color32(255, 234, 137, 255);
spriteRenderer.sortingOrder = 11;
float scale = owner.Tier == 4 && owner.Branch == DefenseTowerBranch.First
? 1.35f : 0.9f;
transform.localScale = new Vector3(scale, scale, 1f);
}
private void Update()
{
UpdateAttackSprite();
if (owner == null
|| !owner.isActiveAndEnabled
|| controller == null
|| !controller.CanOperateTowers)
{
return;
}
attackCooldown = Mathf.Max(0f, attackCooldown - Time.deltaTime);
Vector2 anchor = owner.transform.TransformPoint(anchorLocalPosition);
DefenseRouteAgent target = controller.FindNearestTarget(
anchor,
controller.Tuning.SummonAreaRadius,
DefenseTowerKind.Summon);
if (target == null)
{
transform.position = Vector2.MoveTowards(
transform.position,
anchor,
controller.Tuning.SummonUnitMoveSpeed * Time.deltaTime);
return;
}
Vector2 targetPosition = target.transform.position;
spriteRenderer.flipX = targetPosition.x < transform.position.x;
transform.position = Vector2.MoveTowards(
transform.position,
targetPosition,
controller.Tuning.SummonUnitMoveSpeed * Time.deltaTime);
float attackRange = controller.Tuning.SummonAttackRange
* (owner.Tier == 4 && owner.Branch == DefenseTowerBranch.Second ? 2.5f : 1f);
if (attackCooldown <= 0f
&& (targetPosition - (Vector2)transform.position).sqrMagnitude
<= attackRange * attackRange
&& owner.TryAttack(target))
{
PlayAttackSprite();
owner.ShowSummonAttackEffect(transform.position, targetPosition);
attackCooldown = controller.Tuning.SummonAttackInterval
/ (1f + 0.15f * (owner.Tier - 1))
* controller.GetTowerAttackIntervalMultiplier(owner);
}
}
private void PlayAttackSprite()
{
if (attackFrames.Length == 0)
{
return;
}
attackAnimationTime = 0f;
spriteRenderer.sprite = attackFrames[0];
}
private void UpdateAttackSprite()
{
if (attackAnimationTime < 0f || attackFrames == null
|| attackFrames.Length == 0)
{
return;
}
attackAnimationTime += Time.deltaTime;
int frame = Mathf.FloorToInt(attackAnimationTime * 12f);
if (frame >= attackFrames.Length)
{
attackAnimationTime = -1f;
if (idleFrames != null && idleFrames.Length > 0)
{
spriteRenderer.sprite = idleFrames[0];
}
return;
}
spriteRenderer.sprite = attackFrames[frame];
}
}
}