Movement WORKS YAY

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ThomasCharester committed 2026-10-23 00:57:36 +03:00
1 parent 7098d938a7
commit 739d1f0374
68 files changed
+70968 -10846

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@@ -1,24 +1,38 @@
using System.Threading;
using Code.Game.Gameplay.Player;
using Code.Infrastructure.Camera;
using Code.Infrastructure.Input;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions.Player
{
public class PlayerTimelineActor : EntityTimelineActor
{
private void Awake()
[Inject]
private void Construct(
CameraStateMachine cameraStateMachine,
IInputService inputService,
PlayerMovementController playerMovementController)
{
BattleActions.Add(BattleActionType.Wait, new BattleActionWait());
BattleActions.Add(BattleActionType.Move, new BattleActionMove(cameraStateMachine, inputService, playerMovementController));
}
public override async UniTask DecideAction(CancellationToken ct)
{
var decidedAction = BattleActionType.Wait; // T
Debug.Log("player decided to wait");
await BattleActions[decidedAction].DecideAction();
bool succeded = false;
var decidedAction = BattleActionType.Move; // T
while (!succeded || ct.IsCancellationRequested)
{
Debug.Log("player decided to move");
succeded = await BattleActions[decidedAction].DecideAction();
}
CurrentAction = BattleActions[decidedAction];
}
}