2D-Platformer/Assets/Scripts/Systems/Actor/ActorDeathSystem.cs
2022-02-12 12:53:50 +02:00

106 lines
No EOL
3 KiB
C#

using Events;
using System;
using Unity.Entities;
using UnityEngine;
using UnityEngine.Experimental.U2D.IK;
using Zenject;
using Object = UnityEngine.Object;
namespace DefaultNamespace
{
/// <summary>
/// Overrides <see cref="EntityDeathSystem"/> and does fancy animations if specified.
/// </summary>
[UpdateInGroup(typeof(LateSimulationSystemGroup)), UpdateBefore(typeof(EntityDeathSystem))]
public class ActorDeathSystem : InjectableComponentSystem
{
[Serializable]
public class Settings
{
public string CorpseLayer;
public float DeathForce;
public PhysicsMaterial2D PhysicsMaterial;
}
[Inject] private readonly Settings settings;
protected override void OnSystemUpdate()
{
Entities.WithAllReadOnly<EntityDeathEvent>()
.ForEach(
(Entity entity, ref ActorData actor, ref Rotation2D rotation) =>
{
if (EntityManager.TryGetComponentObject(entity, out Transform transform))
{
if (EntityManager.TryGetComponentData(entity, out ActorDeathAnimationData deathAnimationData))
{
if (deathAnimationData.Time > 0)
{
AnimateDeath(entity, transform, ref actor, ref rotation);
Object.Destroy(transform.gameObject, deathAnimationData.Time);
}
else if (deathAnimationData.Time == 0)
{
Object.Destroy(transform.gameObject);
}
}
else
{
Object.Destroy(transform.gameObject);
}
}
PostUpdateCommands.DestroyEntity(entity);
});
}
private void AnimateDeath(Entity entity, Transform transform, ref ActorData actor, ref Rotation2D rotation)
{
var axis = Mathf.Sign(actor.Aim.x);
var dir = Vector2.right * rotation.Axis;
var force = settings.DeathForce;
if (EntityManager.TryGetComponentData<ActorDeathData>(entity, out var deathData))
{
axis = Mathf.Sign(-deathData.Direction.x);
dir = deathData.Direction;
force *= deathData.Force;
}
if (EntityManager.TryGetComponentObject(entity, out Animator animator))
{
animator.SetInteger("Dead", axis != Mathf.Sign(rotation.Axis) ? -1 : 1);
var weaponLayer = animator.GetLayerIndex("Weapon");
if (weaponLayer >= 0)
{
animator.SetLayerWeight(weaponLayer, 0);
}
}
var colliders = transform.GetComponentsInChildren<Collider2D>();
foreach (var col in colliders)
{
col.gameObject.layer = LayerMask.NameToLayer(settings.CorpseLayer);
col.sharedMaterial = settings.PhysicsMaterial;
}
if (EntityManager.TryGetComponentObject<Rigidbody2D>(entity, out var rigidBody))
{
rigidBody.AddForce(dir * force, ForceMode2D.Impulse);
rigidBody.sharedMaterial = settings.PhysicsMaterial;
}
if (EntityManager.TryGetComponentObject<ActorBodyParts>(entity, out var bodyParts))
{
if (bodyParts.WeaponContainer != null)
{
Object.Destroy(bodyParts.WeaponContainer.gameObject);
}
}
if (EntityManager.TryGetComponentObject<IKManager2D>(entity, out var ikManager))
{
ikManager.enabled = true;
}
}
}
}