Frame/Assets/Scripts/Player/PlayerInfo.cs

111 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Game.Pathfinding;
using Game.Spine;
using Sirenix.OdinInspector;
using Spine.Unity;
using UnityEngine;
namespace Game.Player
{
[RequireComponent(typeof(SpineAnimator))]
class PlayerInfo : MonoBehaviour
{
[SerializeField] [ReadOnly] private Player _player;
[SerializeField] private float speed = 1f;
[SerializeField] private Vector2 birthPoint;
[SerializeField] private SpineAnimator _animator;
private void Awake()
{
_animator = this.GetComponent<SpineAnimator>();
}
public void SetPlayer(Player player)
{
this._player = player;
this.gameObject.name = this._player.playerName;
transform.position = birthPoint;
}
public async UniTask<bool> MoveAsync(List<WayPoint> wayPoint, Vector2 endPos, CancellationToken token)
{
_animator.PlayAni("walk", true);
// enter this room
foreach (var point in wayPoint)
{
await this.MoveAsync(point.position, token);
}
// enter room a point
await this.MoveAsync(endPos, token);
_animator.PlayAni("idle", true);
return true;
}
async UniTask MoveAsync(Vector2 endPos, CancellationToken token)
{
var position = transform.position;
var distance = Vector3.Distance(position, endPos);
var time = distance / this.speed;
CheckIsNeedTurn(position, endPos);
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}");
}
#region Add Test
private float startTime; // 开始移动的时间
private float journeyLength; // 移动的总距离
async UniTask MoveToAsync(Vector2 end, CancellationToken token)
{
journeyLength = Vector3.Distance(transform.position, end);
startTime = Time.time;
while (true)
{
// 计算从开始移动到现在所经过的时间
float journeyTime = Time.time - startTime;
// 计算当前位置所在的百分比
float fracJourney = journeyTime / journeyLength;
// 使用线性插值计算当前位置
transform.position = Vector2.Lerp(transform.position, end, fracJourney * this.speed);
// 如果当前位置接近于目标位置,停止移动
if (fracJourney >= 0.1f)
{
// 将物体位置设置为目标位置,确保准确到达目标点
transform.position = end;
break;
}
await UniTask.Yield();
}
}
#endregion
void CheckIsNeedTurn(Vector2 str, Vector2 end)
{
if (str.x > end.x)
{
transform.localEulerAngles = new Vector3(0, 180, 0);
}
else if (str.x < end.x)
{
transform.localEulerAngles = new Vector3(0, 0, 0);
}
}
}
}