Files
Hasebe/Assets/Code/OfficeGame/BattleMode/BattleState.cs
T
2026-10-22 23:42:25 +03:00

102 lines
3.7 KiB
C#

using System.Collections.Generic;
using System.Threading;
using Code.Game.Cleaning.Player;
using Code.Infrastructure.App;
using Code.Infrastructure.Camera;
using Code.Infrastructure.Generators;
using Code.Infrastructure.Input;
using Code.Infrastructure.SceneLoader;
using Code.OfficeGame.BattleMode.Actions;
using Code.OfficeGame.BattleMode.Actions.Player;
using Code.OfficeGame.BattleMode.Timeline;
using Code.OfficeGame.Player;
using Cysharp.Threading.Tasks;
using KinematicCharacterController;
using Reflex.Core;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Game.OfficeGame.GameStates
{
[State(typeof(AppStates), typeof(AppStateMachineContext))]
public partial class BattleState
{
public BattleState(AppStateMachineContext context) : base(context)
{
}
public override AppStates MyState => AppStates.BattleState;
private BattleTimeline _battleTimeline = new BattleTimeline();
private CancellationTokenSource _battleTokenSource = new CancellationTokenSource();
public override async UniTask EnterState()
{
#if UNITY_EDITOR
Context.InputService.EnableMap(ActionMappings.Debug);
Context.InputService.BindActionPerformed((int)ActionMappings.Debug, (int)DebugActions.ToggleBattleMode,
ToggleBattleMode);
#endif
Context.InputService.EnableMap(ActionMappings.BattleMode);
var container = Context.SceneContainerManager.ScenesContainers[SceneId.Testing];
if (Context.StateMachine.CurrentState == AppStates.Testing)
{
_battleTokenSource = new();
Physics.simulationMode = SimulationMode.Script;
KinematicCharacterSystem.EnsureCreation();
KinematicCharacterSystem.Settings.AutoSimulation = false;
KinematicCharacterSystem.Settings.Interpolate = false;
TogglePlayerBattleMode(container, false);
await Context.Camera.SwitchState(CameraMode.BattleMode);
}
List<EntityTimelineActor> entities = new List<EntityTimelineActor>(){container.Resolve<PlayerTimelineActor>()};
_battleTimeline.RunBattleLoopAsync(entities,_battleTokenSource.Token).Forget();
}
private void TogglePlayerBattleMode(Container container, bool enabled)
{
container.Resolve<PlayerAnimator>().Animator.enabled = enabled;
container.Resolve<PlayerControlsProvider>().enabled = enabled;
}
private void ToggleBattleMode(InputAction.CallbackContext obj)
{
Context.StateMachine.SwitchState(AppStates.Testing).Forget();
}
public override async UniTask ExitState()
{
if (Context.StateMachine.NextState == AppStates.Testing)
{
_battleTokenSource.Cancel();
_battleTokenSource.Dispose();
Physics.simulationMode = SimulationMode.FixedUpdate;
KinematicCharacterSystem.Settings.AutoSimulation = true;
KinematicCharacterSystem.Settings.Interpolate = true;
var container = Context.SceneContainerManager.ScenesContainers[SceneId.Testing];
TogglePlayerBattleMode(container, true);
}
#if UNITY_EDITOR
Context.InputService.DisableMap(ActionMappings.Debug);
Context.InputService.UnbindActionPerformed((int)ActionMappings.Debug, (int)DebugActions.ToggleBattleMode,
ToggleBattleMode);
#endif
Context.InputService.DisableMap(ActionMappings.BattleMode);
}
}
}