using Animancer; using BrewMonster; using System; using System.Collections.Generic; using UnityEngine; using static CECModel; public class NPCVisual : MonoBehaviour { [SerializeField] NamedAnimancerComponent namedAnimancer; protected CECNPC.INFO m_NPCInfo; [SerializeField] private Queue _animationQueue = new Queue(); [SerializeField] private AnimancerState _currentState; public CECNPC.INFO GetNPCINFO => m_NPCInfo; #if UNITY_EDITOR [SerializeField] bool isDebug; public void DEBUG(string text) { if (!isDebug) return; BMLogger.LogError(text); } #endif public bool TryPlayAction(string animationName, CECAttackEvent cECAttackEvent, bool isHit = false) { #if UNITY_EDITOR DEBUG("HoangDev: TryPlayAction: " + animationName); #endif if (namedAnimancer == null) return false; if (namedAnimancer.IsPlaying(animationName)) return false; _currentState = namedAnimancer.TryPlay(animationName); if (isHit) { _currentState.Events.OnEnd = ()=>SetHitOnEnd(cECAttackEvent); } return _currentState == null; } private void SetHitOnEnd(CECAttackEvent cECAttackEvent) { cECAttackEvent.m_bSignaled = true; } public void InitNPCEventDoneHandler(CECNPC.INFO iNFO) { m_NPCInfo = iNFO; namedAnimancer = GetComponentInChildren(); if (namedAnimancer == null) { BrewMonster.BMLogger.LogError("animancer == null"); return; } EventBus.SubscribeChannel(m_NPCInfo.nid, OnQueueAction); EventBus.SubscribeChannel(m_NPCInfo.nid, OnClearComActFlagEvent); } private void OnClearComActFlagEvent(ClearComActFlagEvent @event) { _animationQueue.Clear(); } private void Update() { PlayNext(); } private void OnQueueAction(QueueNPCActionEvent @event) { if (!EnqueueAnimation(@event)) { BMLogger.LogError("HoangDev : EnqueueAnimation Failed"); } } public bool EnqueueAnimation(QueueNPCActionEvent @event) { if (namedAnimancer == null) return false; _animationQueue.Enqueue(@event.AnimationName); return true; } private void PlayNext() { if (_animationQueue.Count == 0) { return; } if (_currentState == null) return; if (_currentState.NormalizedTime < 1f) return; string animName = _animationQueue.Dequeue(); _currentState = namedAnimancer.TryPlay(animName); } private void OnDestroy() { EventBus.UnsubscribeAllInChannel(m_NPCInfo.nid); } public bool IsAnimationExist(string animationName) { if (namedAnimancer == null) return false; return namedAnimancer.States.TryGet(animationName, out var existingState) ? true : false; } public bool IsPlayAnimation() { if (namedAnimancer == null) return false; return namedAnimancer.IsPlaying(); } public bool IsPlayAnimation(string animationName) { if (namedAnimancer == null) return false; return namedAnimancer.IsPlaying(animationName); } }