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Frame/Assets/Scripts/Boss/BossInfo.cs

84 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Game.Pathfinding;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Game.Boss;
public class BossInfo : MonoBehaviour
{
[SerializeField] [ReadOnly] private IBoss _boss;
[SerializeField] private float speed = 1f;
private Animator _animator;
private static readonly int _kill = Animator.StringToHash("Kill");
private void Awake()
{
this._animator = this.GetComponent<Animator>();
this._animator.enabled = false;
}
public void SetPlayer(IBoss boss)
{
this._boss = boss;
this.gameObject.name = this._boss.name;
}
public async UniTask<bool> MoveAsync(List<WayPoint> wayPoint, Vector2 endPos, CancellationToken token)
{
// enter this room
foreach (var point in wayPoint)
{
await this.MoveAsync(point.position, token);
}
// enter room a point
await this.MoveAsync(endPos, token);
return true;
}
public async UniTask<bool> MoveAsync(List<WayPoint> wayPoint, CancellationToken token)
{
// enter this room
foreach (var point in wayPoint)
{
await this.MoveAsync(point.position, token);
}
// enter room a point
// await this.MoveAsync(endPos, token);
return true;
}
async UniTask MoveAsync(Vector2 endPos, CancellationToken token)
{
var distance = Vector3.Distance(this.transform.position, endPos);
var time = distance / this.speed;
this.transform.DOMove(endPos, time).SetEase(Ease.Linear);
float delayTimeSpan = time * 1000;
await UniTask.Delay((int)delayTimeSpan); // (int)delayTimeSpan
Debug.Log($"time is {time}, await time is {delayTimeSpan}");
}
public async UniTask Kill(CancellationToken token)
{
if (this._animator != null)
this._animator.SetTrigger(_kill);
await UniTask.Delay(500);
}
public void Dispose()
{
this._animator = null;
this._boss = null;
GameObject.DestroyImmediate(this.gameObject);
}
}