Files
beyond/Assets/Scripts/GameState/EnemyCombatNotifier.cs
2025-04-29 05:28:16 +02:00

97 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Invector;
using Invector.vCharacterController.AI;
using Invector.vCharacterController.AI.FSMBehaviour;
using UnityEngine;
namespace Beyond
{
[RequireComponent(typeof(vMessageReceiver))]
[DisallowMultipleComponent]
public class EnemyCombatNotifier : MonoBehaviour
{
private static EnemyCombatNotifier currentTarget;
private vMessageReceiver m_messageReceiver;
private vControlAICombat m_AICombat;
private vFSMBehaviourController m_fsm;
[SerializeField] private GameObject targetIcon; // << Dodajemy tylko to
private void Start()
{
m_messageReceiver = GetComponent<vMessageReceiver>();
m_AICombat = GetComponent<vControlAICombat>();
m_fsm = GetComponent<vFSMBehaviourController>();
if (targetIcon)
targetIcon.SetActive(false); // << Na start ukrywamy ikonkê
m_messageReceiver.onReceiveMessage += (s, message) =>
{
if (s.Equals("Alert"))
{
OnCombat(); // Tylko kiedy Alert
}
else if (s.Equals("Flee") || s.Equals("Patrol"))
{
OnCombatEnd(); // Kiedy Patrol albo Flee
}
};
if (m_AICombat)
{
m_AICombat.onDead.AddListener(arg0 => { OnCombatEnd(); });
}
}
private void OnCombat()
{
if (currentTarget != null && currentTarget != this)
{
currentTarget.DisableTargetIcon(); // Zgas stary target
}
currentTarget = this;
EnableTargetIcon(); // Zapal siebie
if (GameStateManager.Instance)
{
GameStateManager.Instance.OnCombat(m_fsm);
}
}
private void OnCombatEnd()
{
if (currentTarget == this)
{
DisableTargetIcon(); // Zgas siebie
currentTarget = null;
}
if (GameStateManager.Instance)
{
GameStateManager.Instance.OnCombatEnd(m_fsm);
}
}
private void EnableTargetIcon()
{
if (targetIcon)
targetIcon.SetActive(true);
}
private void DisableTargetIcon()
{
if (targetIcon)
targetIcon.SetActive(false);
}
private void OnDisable()
{
OnCombatEnd(); // Kiedy przeciwnik znika
}
}
}