Files
test/Assets/Scripts/PlayerVisual.cs
2025-10-13 16:58:06 +07:00

89 lines
2.5 KiB
C#

using Animancer;
using BrewMonster;
using System;
using System.Collections.Generic;
using UnityEngine;
public class PlayerVisual : MonoBehaviour
{
[SerializeField] NamedAnimancerComponent namedAnimancer;
[SerializeField] private INFO _playerInfo;
[SerializeField] private AnimancerState _currentState;
private readonly Queue<string> _animationQueue = new Queue<string>();
private void PlayActionEventHandler(PlayActionEvent @event)
{
_currentState = namedAnimancer.TryPlay(@event.AnimationName);
if(_currentState == null)
{
BMLogger.LogError("HoangDev: PlayActionEventHandler Failed ");
}
}
public void InitHostPlayerEventDoneHandler()
{
namedAnimancer = GetComponentInChildren<NamedAnimancerComponent>();
if(namedAnimancer == null)
{
BrewMonster.BMLogger.LogError("animancer == null");
return;
}
var player = GetComponentInParent<CECPlayer>();
if(player == null)
{
BrewMonster.BMLogger.LogError("player == null");
return;
}
_playerInfo = player.GetPlayInfo();
EventBus.SubscribeChannel<PlayActionEvent>(_playerInfo.cid, PlayActionEventHandler);
EventBus.SubscribeChannel<QueueActionEvent>(_playerInfo.cid, QueueActionEventHandler);
}
private void QueueActionEventHandler(QueueActionEvent @event)
{
if(!EnqueueAnimation(@event.AnimationName))
{
BMLogger.LogError("HoangDev : EnqueueAnimation Failed");
}
}
public bool EnqueueAnimation(string animName)
{
if (namedAnimancer == null) return false;
_animationQueue.Enqueue(animName);
if (!namedAnimancer.IsPlaying())
PlayNext();
else
{
if (_currentState == null) return false;
_currentState.Events.OnEnd = PlayNext;
}
return true;
}
private void PlayNext()
{
if (_animationQueue.Count == 0)
{
return;
}
string animName = _animationQueue.Dequeue();
var state = namedAnimancer.TryPlay(animName);
// Khi clip kết thúc thì gọi tiếp cái kế tiếp
state.Events.OnEnd = PlayNext;
}
private void OnDestroy()
{
EventBus.UnsubscribeAllInChannel(_playerInfo.cid);
}
public bool IsAnimationExist(string animationName)
{
return namedAnimancer.States.TryGet("ActionName", out var existingState) ? true : false;
}
}