Danro/Assets/Scripts/Animations/PlayerAnimationEvents.cs
Danil Iarosh 3bb2591a1d
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Gitea Actions Demo / Explore-Gitea-Actions (push) Has been cancelled
Refactor teleport actions and add mouse world position overlay for improved scene interaction
2025-12-26 12:51:53 +03:00

109 lines
4.0 KiB
C#

using UnityEngine;
using RR.Common.Audio;
using RR.Game2D.Core.Managers;
using RR.Game2D.Behaviour;
using RR.Game2D.Behaviour.ScriptableObjects;
using UnityEngine.VFX;
namespace RR.Game2D.Animations
{
public class PlayerAnimationEvents : MonoBehaviour, CreatureAnimationEvents
{
// --- VFX Assets ---
[SerializeField] private VisualEffectAsset deathVFX;
[SerializeField] private Vector3 deathVFXOffset = Vector3.zero;
[SerializeField] private VisualEffectAsset runVFX;
[SerializeField] private Vector3 runVFXOffset = Vector3.zero;
// --- Private Fields ---
// SFX Assets
private SFXAsset _stepSounds;
private SFXAsset _hurtSounds;
private SFXAsset _jumpSounds;
// Components
private Rigidbody2D _rb;
private Collider2D _col;
// VFX Spawn Points
private Vector3 _deathVFXSpawnPoint;
private Vector3 _runVFXSpawnPoint;
private void OnEnable() => LevelPlayerSFX.Instance.SFXChanged += UpdateSFX;
private void OnDisable() => LevelPlayerSFX.Instance.SFXChanged -= UpdateSFX;
private void Awake()
{
PlayerController controller = GetComponent<PlayerController>();
UpdateSFX();
_rb = GetComponent<Rigidbody2D>();
_col = GetComponent<Collider2D>();
// Учитываем поворот объекта при вычислении смещения
Vector3 deathRotatedOffset = transform.rotation * deathVFXOffset;
Vector3 runRotatedOffset = transform.rotation * runVFXOffset;
_deathVFXSpawnPoint = (_col ? _col.bounds.center : transform.position) + deathRotatedOffset;
_runVFXSpawnPoint = (_col ? _col.bounds.center : transform.position) + runRotatedOffset;
}
public void UpdateSFX()
{
PlayerController controller = GetComponent<PlayerController>();
_stepSounds = controller.stepSounds;
_hurtSounds = controller.hurtSounds;
_jumpSounds = controller.jumpSounds;
}
public void OnDeath() {}
public void OnDeathBegin()
{
if (_hurtSounds && _hurtSounds.soundEffects.Length > 0)
GameManager.Instance.Audio.PlayRandomSfxAt(_hurtSounds.soundEffects, transform.position);
PlayerFireScript fireScript = GetComponent<PlayerFireScript>();
if (fireScript.enableFire) fireScript.enableFire = false;
}
public void OnDeathEnd()
{
if (!_col) _col = GetComponent<Collider2D>();
Vector3 rotatedOffset = transform.rotation * deathVFXOffset;
_deathVFXSpawnPoint = _col ? _col.bounds.center : transform.position + rotatedOffset;
if (deathVFX) VFXPool.Instance.Spawn(deathVFX, _deathVFXSpawnPoint, 1f);
gameObject.layer = LayerMask.NameToLayer("Default");
_rb.constraints = RigidbodyConstraints2D.FreezeRotation;
PlayerFireScript fireScript = GetComponent<PlayerFireScript>();
if (!fireScript.enableFire) fireScript.enableFire = true;
GameManager.Instance.RespawnPlayer();
}
public void OnStep()
{
if (_stepSounds && _stepSounds.soundEffects.Length > 0)
GameManager.Instance.Audio.PlayRandomSfxAt(_stepSounds.soundEffects, transform.position);
if (!_col) _col = GetComponent<Collider2D>();
Vector3 rotatedOffset = transform.rotation * runVFXOffset;
_runVFXSpawnPoint = _col ? _col.bounds.center : transform.position + rotatedOffset;
if (deathVFX) VFXPool.Instance.Spawn(runVFX, _runVFXSpawnPoint, 1f);
}
public void OnJump()
{
if (_jumpSounds && _jumpSounds.soundEffects.Length > 0)
GameManager.Instance.Audio.PlayRandomSfxAt(_jumpSounds.soundEffects, transform.position);
}
}
}