Files
Northbound/Assets/Scripts/PlayerActionSystem.cs

75 lines
2.0 KiB
C#

using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
using System.Collections.Generic;
namespace Northbound
{
public class PlayerActionSystem : InputActionManager
{
[Header("Actions")]
public List<MonoBehaviour> actionComponents = new List<MonoBehaviour>();
[Header("Animation")]
public bool playAnimations = true;
private Dictionary<string, IAction> _actions = new Dictionary<string, IAction>();
private Animator _animator;
private void Awake()
{
_animator = GetComponent<Animator>();
}
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (!IsOwner) return;
foreach (var component in actionComponents)
{
if (component is IAction action)
{
_actions[action.GetActionName()] = action;
}
}
}
protected override void BindInputActions()
{
_inputActions.Player.Attack.performed += OnAttack;
}
protected override void UnbindInputActions()
{
_inputActions.Player.Attack.performed -= OnAttack;
}
private void OnAttack(InputAction.CallbackContext context)
{
ExecuteAction("Attack");
}
public void ExecuteAction(string actionName)
{
if (_actions.TryGetValue(actionName, out IAction action))
{
if (action.CanExecute(OwnerClientId))
{
if (playAnimations && _animator != null)
{
string animTrigger = action.GetActionAnimation();
if (!string.IsNullOrEmpty(animTrigger))
{
_animator.SetTrigger(animTrigger);
}
}
action.Execute(OwnerClientId);
}
}
}
}
}