A bit wonky but working switching

This commit is contained in:
Michal Pikulski
2025-12-15 00:57:50 +01:00
parent 8995dd1949
commit b14fdfbe68
12 changed files with 282 additions and 153 deletions

View File

@@ -16,17 +16,12 @@ namespace Input
/// <summary>
/// Handles player movement in response to tap and hold input events.
/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
/// Extends BasePlayerMovementController with save/load and MoveToAndNotify functionality.
/// Supports both direct and pathfinding movement modes.
/// Extends BasePlayerMovementController with save/load functionality.
/// Interaction capability (MoveToAndNotify) is provided by base class.
/// </summary>
public class PlayerTouchController : BasePlayerMovementController
{
// --- PlayerTouchController-specific features (MoveToAndNotify) ---
public delegate void ArrivedAtTargetHandler();
private Coroutine _moveToCoroutine;
public event ArrivedAtTargetHandler OnArrivedAtTarget;
public event System.Action OnMoveToCancelled;
private bool _interruptMoveTo;
// Save system configuration
public override bool AutoRegisterForSave => true;
@@ -51,89 +46,6 @@ namespace Input
}
}
#region ITouchInputConsumer Overrides (Add InterruptMoveTo)
public override void OnTap(Vector2 worldPosition)
{
InterruptMoveTo();
base.OnTap(worldPosition);
}
public override void OnHoldStart(Vector2 worldPosition)
{
InterruptMoveTo();
base.OnHoldStart(worldPosition);
}
#endregion
/// <summary>
/// Moves the player to a specific target position and notifies via events when arrived or cancelled.
/// This is used by systems like Pickup.cs to orchestrate movement.
/// </summary>
public void MoveToAndNotify(Vector3 target)
{
// Cancel any previous move-to coroutine
if (_moveToCoroutine != null)
{
StopCoroutine(_moveToCoroutine);
}
_interruptMoveTo = false;
// Ensure pathfinding is enabled for MoveToAndNotify
if (_aiPath != null)
{
_aiPath.enabled = true;
_aiPath.canMove = true;
_aiPath.isStopped = false;
}
_moveToCoroutine = StartCoroutine(MoveToTargetCoroutine(target));
}
/// <summary>
/// Cancels any in-progress MoveToAndNotify operation and fires the cancellation event.
/// </summary>
public void InterruptMoveTo()
{
_interruptMoveTo = true;
_isHolding = false;
_directMoveVelocity = Vector3.zero;
if (Settings.DefaultHoldMovementMode == HoldMovementMode.Direct && _aiPath != null)
_aiPath.enabled = false;
OnMoveToCancelled?.Invoke();
}
/// <summary>
/// Coroutine for moving the player to a target position and firing arrival/cancel events.
/// </summary>
private System.Collections.IEnumerator MoveToTargetCoroutine(Vector3 target)
{
if (_aiPath != null)
{
_aiPath.destination = target;
_aiPath.maxSpeed = Settings.MoveSpeed;
_aiPath.maxAcceleration = Settings.MaxAcceleration;
}
while (!_interruptMoveTo)
{
Vector2 current2D = new Vector2(transform.position.x, transform.position.y);
Vector2 target2D = new Vector2(target.x, target.y);
float dist = Vector2.Distance(current2D, target2D);
if (dist <= Settings.StopDistance + 0.2f)
{
break;
}
yield return null;
}
_moveToCoroutine = null;
if (!_interruptMoveTo)
{
OnArrivedAtTarget?.Invoke();
}
}
#region Save/Load Lifecycle Hooks