63 lines
2.2 KiB
C#
63 lines
2.2 KiB
C#
using System.Threading;
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using Code.Game.Gameplay.Player;
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using Code.Infrastructure.Camera;
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using Code.Infrastructure.Input;
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using Code.OfficeGame.BattleMode.UI;
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using Cysharp.Threading.Tasks;
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using Reflex.Attributes;
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using UnityEngine;
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namespace Code.OfficeGame.BattleMode.Actions.Player
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{
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public class PlayerTimelineActor : EntityTimelineActor
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{
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[Inject] private BattleActionDecisionPanel _battleActionDecisionPanel;
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[Inject]
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private void Construct(
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CameraStateMachine cameraStateMachine,
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IInputService inputService,
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PlayerMovementController playerMovementController)
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{
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BattleActions.Add(BattleActionType.Wait, new BattleActionWait());
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BattleActions.Add(BattleActionType.Move,
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new BattleActionMove(cameraStateMachine, inputService, playerMovementController));
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}
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public override async UniTask DecideAction(CancellationToken ctx)
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{
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BattleActionDecisionResultCode decision = BattleActionDecisionResultCode.Deciding;
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_battleActionDecisionPanel.SetEntityInfo(BattleActions);
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BattleActionType decidedAction = BattleActionType.None;
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while (decidedAction == BattleActionType.None || ctx.IsCancellationRequested)
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{
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Cursor.lockState = CursorLockMode.Confined;
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await _battleActionDecisionPanel.Open(ctx);
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decidedAction = await _battleActionDecisionPanel.GetDecision(ctx);
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while (decidedAction != BattleActionType.None
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&& decision == BattleActionDecisionResultCode.Deciding
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&& !ctx.IsCancellationRequested)
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{
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Cursor.lockState = CursorLockMode.Locked;
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await _battleActionDecisionPanel.Close(ctx);
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// Панель UI здесь
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decision = await BattleActions[decidedAction].DecideAction();
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if (decision == BattleActionDecisionResultCode.CancelDecision)
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decidedAction = BattleActionType.None;
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}
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}
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CurrentAction = BattleActions[decidedAction];
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}
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}
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} |