using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
///
/// 玩家类,代表屏幕外的玩家,用来处理输入、传达信息、记录状态
///
public class Player : UnitySingleton
{
private PlayerC playerC;
private Horse horse;
void Start()
{
//找到必要的物体和组件
FindSth();
//绑定输入
InputBinding();
}
private void FindSth()
{
try{
horse = transform.Find("马").GetComponent();
}catch(System.Exception) {Debug.LogError("要么子物体中没有马、要么马的名字不是马、要么马身上没有Horse组件");}
}
private void InputBinding()
{
//新建了一个操控类的实例,小心多个操控类实例的坑!这个东西不会自动销毁
playerC = new PlayerC();
//绑定基本移动相关的事件
playerC.GamePlay.MoveFrontFoot.performed += ctx => horse.SetInputFrontVector(ctx.ReadValue());
playerC.GamePlay.MoveBackFoot.performed += ctx => horse.SetInputBackVector(ctx.ReadValue());
playerC.GamePlay.MoveFrontFoot.canceled += ctx => horse.SetInputFrontVector(Vector2.zero);
playerC.GamePlay.MoveBackFoot.canceled += ctx => horse.SetInputBackVector(Vector2.zero);
//绑定并拢腿的相关事件
playerC.GamePlay.MergeBackFoot.started += ctx => horse.MergeFoot(Horse.FootType.Back);
playerC.GamePlay.MergeBackFoot.canceled += ctx => horse.RecoverFoot(Horse.FootType.Back);
playerC.GamePlay.MergeFrontFoot.started += ctx => horse.MergeFoot(Horse.FootType.Front);
playerC.GamePlay.MergeFrontFoot.canceled += ctx => horse.RecoverFoot(Horse.FootType.Front);
playerC.GamePlay.Enable();
}
public void ToNullMap() => playerC.GamePlay.Disable();
public void ToMap() => playerC.GamePlay.Enable();
}