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Copy pathHeroWalking.cs
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95 lines (83 loc) · 2.98 KB
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using System;
using UnityEngine;
using UnityEngine.Events;
public sealed class HeroWalking : MonoBehaviour
{
private enum HeroState
{
Spawned,
WalkToBlackSmith,
Standing,
WalkingBack
}
private HeroState _currentHeroState;
[Header("Settings")]
[SerializeField] private float walkSpeed;
[SerializeField] private float positionMargin = 0.1f;
public Transform StartingPos { private get; set; }
public Transform StandInFrontBlacksmithPos { private get; set; }
private bool _isActive;
private bool _wasWalkingBack;
private bool _startTalking;
private GradingSystem _gradingSystem;
[Header("Events")]
[SerializeField] private UnityEvent onStandingInFrontBlackSmith = new UnityEvent();
[SerializeField] private UnityEvent onWalkingBack = new UnityEvent();
[SerializeField] private Canvas canvas;
[SerializeField] private DialogueUI dialogueUI;
private void Start()
{
canvas = FindObjectOfType<Canvas>();
dialogueUI = canvas.GetComponent<DialogueUI>();
_gradingSystem = FindObjectOfType<GradingSystem>();
}
private void Update()
{
switch (_currentHeroState)
{
case HeroState.Spawned:
if (_isActive) _currentHeroState = HeroState.WalkToBlackSmith;
break;
case HeroState.WalkToBlackSmith:
WalkToTarget(StandInFrontBlacksmithPos.position);
break;
case HeroState.Standing:
if (!_startTalking)
{
_startTalking = true;
dialogueUI.ShowDialogue(null);
}
onStandingInFrontBlackSmith?.Invoke();
break;
case HeroState.WalkingBack:
onWalkingBack?.Invoke();
if (!_wasWalkingBack)
{
_wasWalkingBack = true;
FindObjectOfType<HeroWalkCyle>().StartWalkingNewHero();
}
WalkToTarget(StartingPos.position);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void WalkToTarget(Vector3 targetPos)
{
transform.position = Vector3.Lerp(transform.position, targetPos, walkSpeed * Time.deltaTime);
if (!(Vector3.Distance(transform.position, targetPos) <= positionMargin)) return;
switch (_currentHeroState)
{
case HeroState.WalkToBlackSmith:
_currentHeroState = HeroState.Standing;
_gradingSystem.SetHero(gameObject.GetComponent<Diserars>());
FindObjectOfType<HeroWalkCyle>().SpawnNewHero();
break;
case HeroState.WalkingBack:
Destroy(gameObject);
break;
}
}
public void StartWalking() => _isActive = true;
public void SetToWalkingBackState() => _currentHeroState = HeroState.WalkingBack;
}