/** * Copyright 2019 The Knights Of Unity, created by Piotr Stoch * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System.Collections; using UnityEngine; namespace DemoGame.Scripts.Gameplay.Units { /// /// Handles animations for GroupUnits /// public class GroupUnitModel : UnitModel { /// /// GroupUnit which is using this UnitModel /// private GroupUnit _groupUnit; /// /// Index of last shooting unit /// private int _shootingIndex = -1; public override void Init() { _groupUnit = (GroupUnit)_unit; foreach (SubUnit subUnit in _groupUnit.SubUnits) { subUnit.OnDestroyed += StartDestroySubunitAnimationCurve; } base.Init(); } protected override IEnumerator MoveAnimationCoroutine(Vector3 startPosition, Vector3 targetPosition) { float timer = 0; while (timer < MoveAnimationTime) { timer += Time.deltaTime; transform.position = Vector3.Lerp(startPosition, targetPosition, _translationAnimationCurve.Evaluate(timer / MoveAnimationTime)); yield return null; } EndMoveAnimation(); } protected override IEnumerator RotationAnimationCoroutine(Quaternion targetRotation) { Quaternion startRotation = _groupUnit.SubUnits[0].transform.rotation; float animationTime = (Quaternion.Angle(startRotation, targetRotation) / 360f) / RotateAnimationTime; float timer = 0; while (timer < animationTime) { timer += Time.deltaTime; foreach (SubUnit subunit in _groupUnit.SubUnits) { subunit.transform.rotation = Quaternion.Lerp(startRotation, targetRotation, _rotationAnimationCurve.Evaluate(timer / animationTime)); } yield return null; } EndRotationAnimation(); } private void StartDestroySubunitAnimationCurve(SubUnit subunit) { StartCoroutine(DestrouSubunitAnimationCoroutine(subunit)); } private IEnumerator DestrouSubunitAnimationCoroutine(SubUnit subunit) { subunit.Animator.SetTrigger("Death"); yield return new WaitForSeconds(1); Destroy(subunit.gameObject); } protected override IEnumerator DestroyAnimationCoroutine(Unit unit) { yield return new WaitForSeconds(1); Destroy(unit.gameObject); } protected override void PlayAttackAnimation(Vector3 targetPosition, bool fireAllCanons) { if (_attackAnimators.Count <= 0) { return; } if (fireAllCanons) { _attackAnimators.ForEach(aa => aa.Play()); } else { if (++_shootingIndex >= _attackAnimators.Count) { _shootingIndex = 0; } CustomAnimator animatorToPlay = _attackAnimators[_shootingIndex]; animatorToPlay.Play(); } } } }