Slash-The-Hordes/assets/Scripts/Game/Unit/Enemy/Enemy.ts
2022-12-31 12:53:49 +01:00

157 lines
4.7 KiB
TypeScript

import { BoxCollider2D, Component, Material, randomRange, Sprite, Vec3, _decorator } from "cc";
import { ISignal } from "../../../Services/EventSystem/ISignal";
import { Signal } from "../../../Services/EventSystem/Signal";
import { delay } from "../../../Services/Utils/AsyncUtils";
import { EnemySettings } from "../../Data/GameSettings";
import { UnitHealth } from "../UnitHealth";
import { EnemyMovementType } from "./EnemyMovementType";
const { ccclass, property } = _decorator;
@ccclass("Enemy")
export class Enemy extends Component {
@property(BoxCollider2D) private collider: BoxCollider2D;
@property(Sprite) private sprite: Sprite;
@property(Material) private defaultMaterial: Material;
@property(Material) private whiteMaterial: Material;
private deathEvent: Signal<Enemy> = new Signal<Enemy>();
private lifetimeEndedEvent: Signal<Enemy> = new Signal<Enemy>();
private id: string;
private movementType: EnemyMovementType;
private health: UnitHealth;
private damage: number;
private speedX: number;
private speedY: number;
private lifetimeLeft: number;
private xpReward: number;
private goldReward: number;
private healthPotionRewardChance: number;
private magnetRewardChance: number;
private chestRewardChance: number;
private endOfLifetimeTriggered = false;
public setup(position: Vec3, settings: EnemySettings): void {
this.id = settings.id;
this.movementType = <EnemyMovementType>settings.moveType;
this.health = new UnitHealth(settings.health);
this.damage = settings.damage;
this.speedX = randomRange(settings.speed / 2, settings.speed);
this.speedY = randomRange(settings.speed / 2, settings.speed);
this.lifetimeLeft = settings.lifetime;
this.xpReward = settings.xpReward;
this.goldReward = settings.goldReward;
this.healthPotionRewardChance = settings.healthPotionRewardChance;
this.magnetRewardChance = settings.magnetRewardChance;
this.chestRewardChance = settings.chestRewardChance;
this.node.setWorldPosition(position);
this.node.active = true;
this.health.HealthPointsChangeEvent.on(this.animateHurt, this);
this.endOfLifetimeTriggered = false;
}
public get Id(): string {
return this.id;
}
public get MovementType(): EnemyMovementType {
return this.movementType;
}
public get Collider(): BoxCollider2D {
return this.collider;
}
public get Damage(): number {
return this.damage;
}
public get Health(): UnitHealth {
return this.health;
}
public get DeathEvent(): ISignal<Enemy> {
return this.deathEvent;
}
public get XPReward(): number {
return this.xpReward;
}
public get GoldReward(): number {
return this.goldReward;
}
public get HealthPotionRewardChance(): number {
return this.healthPotionRewardChance;
}
public get MagnetRewardChance(): number {
return this.magnetRewardChance;
}
public get ChestRewardChance(): number {
return this.chestRewardChance;
}
public get LifetimeEndedEvent(): ISignal<Enemy> {
return this.lifetimeEndedEvent;
}
public dealDamage(points: number): void {
this.health.damage(points);
if (!this.health.IsAlive) {
this.deathEvent.trigger(this);
}
}
public gameTick(move: Vec3, deltaTime: number): void {
const newPosition: Vec3 = this.node.worldPosition;
newPosition.x += move.x * this.speedX * deltaTime;
newPosition.y += move.y * this.speedY * deltaTime;
if (move.x < 0) {
this.sprite.node.setScale(-1, 1, 1);
} else if (0 < move.x) {
this.sprite.node.setScale(1, 1, 1);
}
this.node.setWorldPosition(newPosition);
if (0 < this.lifetimeLeft) {
this.lifetimeLeft -= deltaTime;
if (this.lifetimeLeft <= 0) {
this.lifetimeEndedEvent.trigger(this);
} else if (this.lifetimeLeft <= 2) {
this.animateEndOfLifetime();
}
}
}
private async animateEndOfLifetime(): Promise<void> {
if (this.endOfLifetimeTriggered) return;
this.endOfLifetimeTriggered = true;
while (this.node.active) {
this.sprite.node.active = false;
await delay(200);
this.sprite.node.active = true;
await delay(200);
}
}
private async animateHurt(): Promise<void> {
this.sprite.material = this.whiteMaterial;
await delay(100);
this.sprite.material = this.defaultMaterial;
}
}