2023-07-23 16:01:54 -04:00

176 lines
4.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Extensions;
public class Entity : LevelObject
{
//Attribut
[SerializeField]
private int _hp;
[SerializeField]
private float _speed;
[SerializeField]
private int _attack_damage;
[SerializeField]
private float _attack_speed;
private float _attack_speed_wait = 0f;
private AnimationEntity _animation;
private Shader _shaderGUItext;
private Shader _shaderSpritesDefault;
private SpriteRenderer[] _spriteRenderers;
//Enemy Spotted
private bool _isEnemyDetected = false;
private Entity _enemy;
//Methods
public virtual void Start()
{
_spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
Animation = gameObject.AddComponent<AnimationEntity>();
}
//Start the animation of death and the fading of the entity
public void Death()
{
_animation.PlayDieAnim();
Invoke("Dying", 0.1f);
}
//Recursive method that fade the dying entity
void Dying()
{
foreach (SpriteRenderer renderer in _spriteRenderers)
{
Color currentColor = renderer.color;
currentColor.a = currentColor.a - 0.1f;
renderer.color = currentColor;
}
if(_spriteRenderers[0].color.a > 0f) {
Invoke("Dying", 0.1f);
}else {
Destroy(gameObject);
}
}
//When hit : get damage and start a flash of light
public void Hit(int damage)
{
_hp-=damage;
_shaderGUItext = Shader.Find("GUI/Text Shader");
_shaderSpritesDefault = Shader.Find("Sprites/Default");
foreach (SpriteRenderer renderer in _spriteRenderers)
{
renderer.material.shader = _shaderGUItext;
}
Invoke("ReturnNormalColor", 0.1f);
}
//End the flash of light from the method above
void ReturnNormalColor()
{
foreach (SpriteRenderer renderer in _spriteRenderers)
{
renderer.material.shader = _shaderSpritesDefault;
}
}
public void Move() {
if(!_animation.IsWalking) {
_animation.PlayWalkAnim();
}
}
//GETTERS AND SETTERS
public int Hp
{
get { return _hp; }
set { _hp = value; }
}
public float Speed
{
get { return _speed; }
set { _speed = value; }
}
public int AttackDamage
{
get { return _attack_damage; }
set { _attack_damage = value; }
}
public float AttackSpeed
{
get { return _attack_speed; }
set { _attack_speed = value; }
}
public float AttackSpeedWait
{
get { return _attack_speed_wait; }
set { _attack_speed_wait = value; }
}
public bool IsEnemyDetected
{
get { return _isEnemyDetected; }
set { _isEnemyDetected = value; }
}
public Entity Enemy
{
get { return _enemy; }
set { _enemy = value; }
}
public AnimationEntity Animation
{
get { return _animation; }
set { _animation = value; }
}
#region [LevelManager code]
public override bool Equals(ILevelObject other)
{
return other is Entity otherEntity
&& base.Equals(otherEntity)
&& otherEntity._hp == _hp
&& otherEntity._speed == _speed
&& otherEntity._attack_speed == _attack_speed
&& otherEntity._attack_damage == _attack_damage;
}
public override Dictionary<string, object> ToDictionary()
{
var dict = base.ToDictionary();
dict[nameof(_hp)] = _hp;
dict[nameof(_speed)] = _speed;
dict[nameof(_attack_speed)] = _attack_speed;
dict[nameof(_attack_damage)] = _attack_damage;
dict[nameof(_attack_speed_wait)] = _attack_speed_wait;
return dict;
}
public override void LoadDictionary(Dictionary<string, object> dict)
{
base.LoadDictionary(dict);
_hp = dict[nameof(_hp)].ToInt();
_speed = dict[nameof(_speed)].ToFloat();
_attack_speed = dict[nameof(_attack_speed)].ToFloat();
_attack_damage = dict[nameof(_attack_damage)].ToInt();
_attack_speed_wait = dict[nameof(_attack_speed_wait)].ToFloat();
}
#endregion
}