253 lines
9.0 KiB
C#
253 lines
9.0 KiB
C#
using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using Pathfinding; // Add this at the top
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// Basic touch/mouse movement controller suitable for top-down 2D or 3D overworld
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// Attach to the player GameObject. Works with or without Rigidbody/Rigidbody2D.
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public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
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{
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Vector3 targetPosition;
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bool hasTarget = false;
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Rigidbody rb3d;
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Rigidbody2D rb2d;
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AIPath aiPath; // Reference to AIPath
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private Animator animator;
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private Transform artTransform;
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// For direct movement mode
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private Vector3 directMoveVelocity = Vector3.zero;
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public delegate void ArrivedAtTargetHandler();
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public event ArrivedAtTargetHandler OnArrivedAtTarget;
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public event System.Action OnMoveToCancelled;
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private Coroutine moveToCoroutine;
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private bool interruptMoveTo = false;
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private bool isDragging = false;
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private Coroutine pathfindingDragCoroutine; // For pathfinding drag updates
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private Vector2 lastDragPosition; // Store last drag position
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private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
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private bool pendingTap = false; // Track if OnHoldEnd is following a tap
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void Awake()
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{
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rb3d = GetComponent<Rigidbody>();
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rb2d = GetComponent<Rigidbody2D>();
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aiPath = GetComponent<AIPath>(); // Get AIPath component
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// Find art prefab and animator
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artTransform = transform.Find("CharacterArt");
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if (artTransform != null)
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{
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animator = artTransform.GetComponent<Animator>();
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}
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else
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{
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animator = GetComponentInChildren<Animator>(); // fallback
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}
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}
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void Start()
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{
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// Initialize target to current position so object doesn't snap
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targetPosition = transform.position;
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hasTarget = false;
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// Register as default consumer in Start, after InputManager is likely initialized
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InputManager.Instance?.SetDefaultConsumer(this);
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}
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// Implement new ITouchInputConsumer contract
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public void OnTap(Vector2 worldPosition)
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{
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Debug.Log($"[PlayerTouchController] OnTap at {worldPosition}");
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pendingTap = true;
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if (aiPath != null)
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{
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aiPath.enabled = true;
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aiPath.canMove = true;
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aiPath.isStopped = false;
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SetTargetPosition(worldPosition);
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directMoveVelocity = Vector3.zero;
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isDragging = false;
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}
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}
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// --- Hold-based tracking ---
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public void OnHoldStart(Vector2 worldPosition)
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{
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pendingTap = false;
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lastDragPosition = worldPosition;
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isDragging = true;
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if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Pathfinding && aiPath != null)
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{
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aiPath.enabled = true;
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if (pathfindingDragCoroutine != null) StopCoroutine(pathfindingDragCoroutine);
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pathfindingDragCoroutine = StartCoroutine(PathfindingDragUpdateCoroutine());
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}
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else // Direct movement
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{
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if (aiPath != null) aiPath.enabled = false;
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directMoveVelocity = Vector3.zero;
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}
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}
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public void OnHold(Vector2 worldPosition)
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{
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if (!isDragging) return;
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lastDragPosition = worldPosition;
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if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
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{
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if (aiPath != null && aiPath.enabled) aiPath.enabled = false;
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MoveDirectlyTo(worldPosition);
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}
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// If pathfinding, coroutine will update destination
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}
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public void OnHoldEnd(Vector2 worldPosition)
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{
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isDragging = false;
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directMoveVelocity = Vector3.zero;
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if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Pathfinding)
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{
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if (pathfindingDragCoroutine != null)
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{
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StopCoroutine(pathfindingDragCoroutine);
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pathfindingDragCoroutine = null;
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}
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}
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// Only disable aiPath in direct mode if this was a hold/drag, not a tap
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if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct && !pendingTap)
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{
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aiPath.enabled = false;
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}
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pendingTap = false; // Reset after handling
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}
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// --- Drag methods are now no-ops for movement tracking ---
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public void OnDragStart(Vector2 worldPosition) { }
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public void OnDrag(Vector2 worldPosition) { }
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public void OnDragEnd(Vector2 worldPosition) { }
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void SetTargetPosition(Vector2 worldPosition)
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{
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Debug.Log($"[PlayerTouchController] SetTargetPosition: worldPosition={worldPosition}");
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targetPosition = new Vector3(worldPosition.x, worldPosition.y, transform.position.z);
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hasTarget = true;
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if (aiPath != null)
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{
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aiPath.destination = targetPosition;
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aiPath.maxSpeed = GameManager.Instance.MoveSpeed;
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aiPath.canMove = true;
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aiPath.isStopped = false;
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Debug.Log($"[PlayerTouchController] AIPath destination set to {targetPosition}, canMove={aiPath.canMove}, isStopped={aiPath.isStopped}, enabled={aiPath.enabled}");
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}
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else
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{
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Debug.LogWarning("AIPath component not found, falling back to direct movement");
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}
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}
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void MoveDirectlyTo(Vector2 worldPosition)
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{
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if (aiPath == null) return;
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Vector3 current = transform.position;
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Vector3 target = new Vector3(worldPosition.x, worldPosition.y, current.z);
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Vector3 toTarget = (target - current);
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Vector3 direction = toTarget.normalized;
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float maxSpeed = aiPath.maxSpeed;
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float acceleration = aiPath.maxAcceleration;
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// Accelerate velocity toward target direction
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directMoveVelocity = Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
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// Clamp velocity to max speed
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if (directMoveVelocity.magnitude > maxSpeed)
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directMoveVelocity = directMoveVelocity.normalized * maxSpeed;
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// Move the player
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Vector3 move = directMoveVelocity * Time.deltaTime;
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// Don't overshoot the target
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if (move.magnitude > toTarget.magnitude)
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move = toTarget;
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transform.position += move;
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}
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void Update()
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{
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if (animator != null && aiPath != null)
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{
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float normalizedSpeed = 0f;
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if (isDragging)
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{
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normalizedSpeed = directMoveVelocity.magnitude / aiPath.maxSpeed;
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}
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else if (aiPath.enabled)
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{
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normalizedSpeed = aiPath.velocity.magnitude / aiPath.maxSpeed;
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}
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animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
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}
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}
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// Remove FixedUpdate and MoveTowardsTarget, as AIPath handles movement
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// Move to a target position, notify when arrived
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public void MoveToAndNotify(Vector3 target)
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{
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if (moveToCoroutine != null)
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{
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StopCoroutine(moveToCoroutine);
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}
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interruptMoveTo = false;
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moveToCoroutine = StartCoroutine(MoveToTargetCoroutine(target));
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}
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public void InterruptMoveTo()
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{
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interruptMoveTo = true;
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isDragging = false;
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directMoveVelocity = Vector3.zero;
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if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct && aiPath != null) aiPath.enabled = false;
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OnMoveToCancelled?.Invoke();
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}
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private System.Collections.IEnumerator MoveToTargetCoroutine(Vector3 target)
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{
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hasTarget = true;
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targetPosition = target;
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if (aiPath != null)
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{
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aiPath.destination = target;
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aiPath.maxSpeed = GameManager.Instance.MoveSpeed;
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}
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while (!interruptMoveTo)
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{
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Vector2 current2D = new Vector2(transform.position.x, transform.position.y);
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Vector2 target2D = new Vector2(target.x, target.y);
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float dist = Vector2.Distance(current2D, target2D);
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if (dist <= GameManager.Instance.StopDistance + 0.2f)
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{
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break;
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}
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yield return null;
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}
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hasTarget = false;
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moveToCoroutine = null;
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if (!interruptMoveTo)
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{
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OnArrivedAtTarget?.Invoke();
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}
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}
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private System.Collections.IEnumerator PathfindingDragUpdateCoroutine()
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{
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Debug.Log("[PlayerTouchController] PathfindingDragUpdateCoroutine started");
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while (isDragging && aiPath != null)
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{
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aiPath.destination = new Vector3(lastDragPosition.x, lastDragPosition.y, transform.position.z);
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Debug.Log($"[PlayerTouchController] Updating aiPath.destination to {aiPath.destination}");
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yield return new WaitForSeconds(pathfindingDragUpdateInterval);
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}
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Debug.Log("[PlayerTouchController] PathfindingDragUpdateCoroutine stopped");
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}
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}
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