Files
Darklings-FightingGame/Assets/_Project/Scripts/PlayerScripts/BrainController.cs
kidagine 28aae6a542 update
2022-08-18 19:07:10 +03:00

71 lines
1.5 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(PlayerController))]
[RequireComponent(typeof(CpuController))]
public class BrainController : MonoBehaviour
{
[SerializeField] private PlayerStateManager _playerStateManager = default;
private PlayerController _playerController;
private CpuController _cpuController;
private bool _cpuActive;
public bool IsPlayerOne { get; set; }
public string ControllerInputName { get; set; }
public BaseController ActiveController { get; private set; }
public InputDevice InputDevice { get; set; }
void Awake()
{
_playerController = GetComponent<PlayerController>();
_cpuController = GetComponent<CpuController>();
}
public void SetControllerToPlayer()
{
ActiveController = _playerController;
_cpuActive = false;
_playerController.enabled = true;
_cpuController.enabled = false;
_playerStateManager.UpdateStateController();
DeactivateCpu();
}
public void SetControllerToCpu()
{
GetComponent<PlayerInput>().enabled = false;
ActiveController = _cpuController;
_cpuActive = true;
_playerController.enabled = false;
_cpuController.enabled = true;
_playerStateManager.UpdateStateController();
ActivateCpu();
}
public void ActivateCpu()
{
if (_cpuActive)
{
_cpuController.ActivateInput();
}
}
public void DeactivateCpu()
{
_cpuController.DeactivateInput();
}
public void ActivateInput()
{
ActivateCpu();
ActiveController.ActivateInput();
}
public void DeactivateInput()
{
DeactivateCpu();
ActiveController.DeactivateInput();
}
}