Files
M-Gameton-06/Gameton-06/Assets/Gameton/Scripts/Skill/SkillDataManager.cs

184 lines
6.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
namespace TON
{
public class SkillDataManager : SingletonBase<SkillDataManager>
{
public List<SkillData> skillDatas { get; private set; }
public SerializableDictionary<string, SkillBase> skillInstances { get; private set; }
private List<SkillBase> equippedSkills = new List<SkillBase>();
public void Initalize()
{
LoadSkillData();
SetSkillInstances();
GetActiveSkillInstance();
}
private void Update()
{
// 씬이 인게임일때만 돌게 조건 추가 (stage 이름을 가지고 잇을대?)
foreach (var skill in equippedSkills)
{
UpdateSkillCoolDown(skill.SkillData.id);
}
}
private void LoadSkillData()
{
if (skillDatas != null)
{
skillDatas.Clear();
}
JSONLoader.SaveJsonToPersistentData("skill");
skillDatas = JSONLoader.LoadJsonFromPersistentData<List<SkillData>>("skill");
if (skillDatas == null)
{
skillDatas = new List<SkillData>();
}
}
public void UpdateSkillData(string skillId, int slotNumber)
{
foreach (var skill in skillDatas)
{
if (skill.id == skillId)
{
skill.slotNumber = slotNumber;
}
if (skill.slotNumber == slotNumber && skill.id != skillId)
{
skill.slotNumber = 0;
}
}
Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(skillDatas, "skill"));
Initalize();
}
public void SetSkillInstances()
{
skillInstances = new SerializableDictionary<string, SkillBase>();
// skillData를 skillBase로 치환
foreach (var skillData in skillDatas)
{
skillInstances.Add(skillData.id, new SkillBase(skillData));
}
}
// 스킬 슬롯에 배치할 수 있는 스킬 수 리턴하는 메소드
public int GetActiveSkillCount()
{
int characterLevel = PlayerDataManager.Singleton.player.level;
int availableSkillCount = 0;
foreach (SkillData skill in skillDatas)
{
if (skill.requiredLevel <= characterLevel)
{
availableSkillCount++;
}
}
return availableSkillCount > 3 ? 3 : availableSkillCount;
}
// 스킬 슬롯에 적용해야하는 스킬 리스트 리턴
public List<SkillBase> GetEquippedSkills()
{
return equippedSkills;
}
// 스킬 슬롯에 적용될 스킬 리스트 초기화 및 업데이트에 사용
public List<SkillBase> GetActiveSkillInstance()
{
if (equippedSkills != null)
{
equippedSkills.Clear();
}
foreach (SkillData skill in skillDatas)
{
if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3)
{
// Debug.Log("GetActiveSkillInstance() : " + skill.id);
equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id));
}
}
equippedSkills.Sort((a, b) => a.SkillData.slotNumber.CompareTo(b.SkillData.slotNumber));
return equippedSkills;
}
// 스킬 쿨타임 설정하는 메소드
public void SetCoolTime(string skillId)
{
if (skillInstances.TryGetValue(skillId, out SkillBase skillBase))
{
skillBase.SetCurrentCoolDown();
}
}
// 스킬 쿨타임 업데이트 메소드
public void UpdateSkillCoolDown(string skillId)
{
if (skillInstances.TryGetValue(skillId, out SkillBase skillBase))
{
skillBase.UpdateSkill(Time.deltaTime);
}
}
// 스킬을 실행할 수 있는지 확인
public bool CanExecuteSkill(string skillId)
{
if (skillInstances.TryGetValue(skillId, out SkillBase skill))
{
return skill.CurrentCoolDown <= 0;
}
else
{
return false;
}
}
// 스킬 발사(생성) 메소드 추가
public void ExecuteSkill(string skillId, Transform firePoint, float lastDirection)
{
// 스킬 생성
GameObject effectGameObject = ObjectPoolManager.Instance.GetEffect(skillId);
Projectile projectile = effectGameObject.GetComponent<Projectile>();
SkillBase targetSkillBase = GetSkillInstance(skillId);
targetSkillBase.SetCurrentCoolDown();
projectile.Init(targetSkillBase.SkillData.damage);
effectGameObject.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
// 스킬 방향 반전
var bulletScale = effectGameObject.transform.localScale;
bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
effectGameObject.transform.localScale = bulletScale;
// 스킬 이동 방향 설정
Rigidbody2D skillRb = effectGameObject.GetComponent<Rigidbody2D>();
skillRb.velocity = new Vector2(lastDirection * 5f, 0f);
targetSkillBase.OnSkillExecuted?.Invoke();
}
public SkillBase GetSkillInstance(string skillId)
{
// 스킬 베이스가 null일때 방어로직 추가
SkillBase result = skillInstances.GetValueOrDefault(skillId);
Assert.IsNotNull(result, "SkillDataManager.ExecuteSkill() : targetSkillBase is null");
return result;
}
}
}