2022-08-22 21:09:09 +03:00

68 lines
2.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public abstract class Chunk : PoolingObject<Chunk>, IResettable
{
protected ChunkSpawner spawner;
[field: SerializeField] public Transform Begin { get; private set; }
[field: SerializeField] public Transform End { get; private set; }
public List<Coin> Coins { get; private set; }
public List<Obstacle> Obstacles { get; private set; }
public BoxCollider Collider { get; private set; }
public Grid Grid { get; private set; }
virtual public void Init(ChunkSpawner spawner)
{
this.spawner = spawner;
Collider = GetComponent<BoxCollider>();
Coins = new List<Coin>();
Obstacles = new List<Obstacle>();
InitializeGrid();
}
private void InitializeGrid()
{
Vector3 chunkLengthVector = (End.position - Begin.position);
float chunkLength = chunkLengthVector.magnitude;
Grid = new Grid(chunkLength);
}
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;
}
private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk)
{
}
}