VladimirPirozhenko 4fa18a41a0 Changed animation strings to hashes, added IPoolable interface, upgrade pool system
Change generation of obstacles
Now all the important objects is cointained by pools
2022-08-09 22:23:49 +03:00

120 lines
3.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum EDirection { NORTH, SOUTH, EAST, WEST }
[RequireComponent(typeof(BoxCollider))]
public abstract class Chunk : MonoBehaviour, IResettable,IPoolable<Chunk>
{
protected ChunkSpawner spawner;
[field: SerializeField] public Transform Begin { get; private set; }
[field: SerializeField] public Transform End { get; private set; }
[SerializeField] private int gridRowCount;
public List<Coin> Coins { get; private set; }
public List<Obstacle> Obstacles { get; private set; }
public BoxCollider Collider { get; private set; }
public EDirection Direction { get; protected set; }
public BasePool<Chunk> OwningPool { private get; set; }
public readonly List<Vector3> GridPositions = new List<Vector3>();
virtual public void Init(ChunkSpawner spawner)
{
this.spawner = spawner;
}
private void Awake()
{
Collider = GetComponent<BoxCollider>();
Coins = new List<Coin>();
Obstacles = new List<Obstacle>();
InitializeGrid();
}
private void InitializeGrid()
{
float chunkLength = (End.position - Begin.position).magnitude;
float rowLength = chunkLength / gridRowCount;
foreach (var lane in LaneSystem.Instance.Lanes)
{
float lanePosition = lane * LaneSystem.Instance.LaneWidth;
for (int i = 0; i < gridRowCount; i++)
{
Vector3 gridPosition = new Vector3(lanePosition, 0, i * rowLength);
GridPositions.Add(gridPosition);
}
}
}
public void ResetToDefault()
{
transform.localPosition = Vector3.zero;
transform.position = Vector3.zero;
transform.rotation = Quaternion.identity;
}
private void OnTriggerExit(Collider other)
{
if (other.TryGetComponent(out Player player))
{
spawner.DelayedReturnToPool(this);
spawner.Spawn();
}
}
public void ChangeTransformBasedOnPreviousChunk(Chunk previousChunk)
{
ChangeDirectionBasedOnPreviousChunk(previousChunk);
ChangePositionBasedOnPreviousChunk(previousChunk);
ChangeRotationBasedOnPreviousChunk(previousChunk);
}
abstract public void ChangeDirectionBasedOnPreviousChunk(Chunk previousChunk);
private void ChangePositionBasedOnPreviousChunk(Chunk previousChunk)
{
float diffBetweenBeginAndCenter = Begin.localPosition.z;
//transform.position = previousChunk.End.position - Begin.localPosition;
switch (previousChunk.Direction)
{
case EDirection.NORTH:
transform.position = previousChunk.End.position - Begin.localPosition;
break;
case EDirection.SOUTH:
transform.position = previousChunk.End.position + (diffBetweenBeginAndCenter * Vector3.forward);
break;
case EDirection.WEST:
transform.position = previousChunk.End.position - (Begin.localPosition.x * Vector3.right);
break;
case EDirection.EAST:
transform.position = previousChunk.End.position - (diffBetweenBeginAndCenter * Vector3.right);
break;
}
}
private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk)
{
switch (previousChunk.Direction)
{
case EDirection.NORTH:
transform.Rotate(0, 0, 0, Space.World);
break;
case EDirection.SOUTH:
transform.Rotate(0, -180, 0, Space.World);
break;
case EDirection.WEST:
transform.Rotate(0, -90, 0, Space.World);
break;
case EDirection.EAST:
transform.Rotate(0, -270, 0, Space.World);
break;
}
}
public void ReturnToPool()
{
OwningPool.ReturnToPool(this);
}
}