Files
AppleHillsProduction/Assets/Scripts/PlayerTouchController.cs
2025-09-05 14:10:58 +02:00

253 lines
9.0 KiB
C#

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