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CrowdControl/Assets/Feel/FeelDemos/Snake/Scripts/SnakeBodyPart.cs

91 lines
2.1 KiB
C#

3 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.Feel
{
/// <summary>
/// A class used to handle Feel's Snake demo's snake bodyparts
/// </summary>
public class SnakeBodyPart : MonoBehaviour
{
/// a position recorder this body part will look at to know where to go to
public MMPositionRecorder TargetRecorder;
/// a feedback to play when food gets eaten
public MMFeedbacks EatFeedback;
/// a feedback to play when this part appears
public MMFeedbacks NewFeedback;
public int Offset = 20;
public int Index = 0;
protected Snake _snake;
protected BoxCollider2D _collider2D;
/// <summary>
/// On awake we store our collider and enable it after a delay
/// </summary>
protected virtual void Awake()
{
_collider2D = this.gameObject.MMGetComponentNoAlloc<BoxCollider2D>();
StartCoroutine(ActivateCollider());
}
/// <summary>
/// Activates this part's collider
/// </summary>
/// <returns></returns>
protected virtual IEnumerator ActivateCollider()
{
yield return MMCoroutine.WaitFor(1f);
_collider2D.enabled = true;
}
/// <summary>
/// On update, we move to the recorded position of our predecessor
/// </summary>
protected void Update()
{
this.transform.position = TargetRecorder.Positions[Offset];
}
/// <summary>
/// Called when the snake eats a new food
/// </summary>
/// <param name="intensity"></param>
public virtual void Eat(float intensity)
{
EatFeedback?.PlayFeedbacks(this.transform.position, intensity);
}
/// <summary>
/// Called when instantiating a new body part
/// </summary>
public virtual void New()
{
NewFeedback?.Initialization();
NewFeedback?.PlayFeedbacks();
}
/// <summary>
/// If we connect with the snake's head, we lose a part
/// </summary>
/// <param name="other"></param>
protected void OnTriggerEnter2D(Collider2D other)
{
if (Index == 0)
{
return;
}
_snake = other.GetComponent<Snake>();
if (_snake != null)
{
_snake.Lose(this);
}
}
}
}