Files
aibis-dream/Assets/Scripts/MiniGame/Gear/Gear.cs
T
2024-12-30 21:59:24 +08:00

126 lines
3.3 KiB
C#

using AibisDream.FixSystem;
using AibisDream.Framework;
using DG.Tweening;
using UnityEngine;
namespace AibisDream
{
public class Gear : MonoBehaviour, IMoveable
{
private const int ShakeAngle = 15;
public float radius;
public Sprite gearSprite;
public bool isBroken;
public bool isDisc;
public bool isConstant;
public float speed;
private Tweener _rotationTweener;
#region 引用
private GearSystem _gearSystem;
private CircleCollider2D _circleCollider;
private SpriteRenderer _spriteRenderer;
#endregion
public Shaft targetShaft;
public bool IsBlock { get; }
private void Awake()
{
_circleCollider = GetComponent<CircleCollider2D>();
_spriteRenderer = GetComponent<SpriteRenderer>();
}
private void Start()
{
_gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 给齿轮赋值
InitGearModel();
}
/// <summary>
/// 设置齿轮信息
/// </summary>
private void InitGearModel()
{
// 给齿轮赋值
_spriteRenderer.sprite = gearSprite;
_circleCollider.radius = radius;
_spriteRenderer.size = new Vector2(radius * 2, radius * 2);
}
public void UpdateRotation(float newSpeed, float speedScale)
{
// 初始化速度
speed = Mathf.Abs(newSpeed);
var target = newSpeed >= 0 ? new Vector3(0, 0, 360) : new Vector3(0, 0, -360);
_rotationTweener?.Kill();
// 打开动画
if (isBroken)
{
_rotationTweener = transform.DORotate(new Vector3(0, 0, ShakeAngle), ShakeAngle / speed / 360,
RotateMode.LocalAxisAdd)
.SetEase(Ease.Linear)
.SetLoops(-1, LoopType.Yoyo)
.SetDelay(0.1f);
}
else
{
_rotationTweener = transform.DORotate(target, 1 / Mathf.Abs(speed), RotateMode.LocalAxisAdd)
.SetEase(Ease.Linear)
.SetLoops(-1, LoopType.Incremental);
}
_rotationTweener.timeScale = speedScale;
}
public void UpdateSpeedScale(float speedScale)
{
_rotationTweener.timeScale = speedScale;
}
#region 移动相关
public void StartMove()
{
if (isConstant) return;
targetShaft?.PlugOutGear();
transform.DOPause();
}
public void StopMove()
{
if (isConstant) return;
if (targetShaft)
{
transform.position = targetShaft.transform.position;
targetShaft.PlugInGear(this);
}
}
public void Move(Vector2 targetPos)
{
if (isConstant) return;
transform.position = targetPos;
var tempShaft = _gearSystem.CheckClosestShaft(transform.position, radius);
if (!tempShaft) return;
if (_gearSystem.CheckGearSuitable(tempShaft, radius))
{
targetShaft = tempShaft;
}
}
#endregion
}
}