refactor: moved a lot of player related scripts to the Reset.Units namespace

This commit is contained in:
Chris
2025-10-07 21:30:32 -04:00
parent 6c0163090b
commit 5886c9783b
19 changed files with 518 additions and 401 deletions

View File

@@ -10,43 +10,61 @@ using Sirenix.OdinInspector;
using Sirenix.Serialization;
using Unity.Netcode;
public class Player : Unit, IKillable{
[HideInInspector] public PlayerControls controls;
namespace Reset.Units{
public class Player : Unit, IKillable{
[HideInInspector] public PlayerControls controls;
float IKillable.maxHealth{ get; set; }
float IKillable.currentHealth{ get; set; }
float IKillable.maxHealth{ get; set; }
float IKillable.currentHealth{ get; set; }
void Awake(){
GameManager.Player = gameObject;
controls = GetComponent<PlayerControls>();
}
public override void UnitStart(){
base.UnitStart();
((IKillable)this).IKillableInitialize();
}
// Update is called once per frame
void Update(){
GetComponent<IKillable>().DrawHealthDebug();
}
public void TakeDamage(DamageSource[] sources){
foreach (DamageSource source in sources) {
TakeDamage(source);
void Awake(){
controls = GetComponent<PlayerControls>();
}
}
public void TakeDamage(DamageSource source){
((IKillable)this).currentHealth -= source.damageDealt;
public void Attach(){
name = "Player";
name += IsLocalPlayer ? ", Local" : ", Network";
if (((IKillable)this).currentHealth <= 0) {
Kill();
if (IsLocalPlayer || !UnitIsNetworked()) { //
PlayerManager.Player = gameObject;
Debug.Log($"Player is set to {PlayerManager.Player.name}");
PlayerManager.RequestNewController();
GetComponent<LockOnManager>().AttachCamera(gameObject);
}
}
public override void UnitStart(){
base.UnitStart();
Attach();
((IKillable)this).IKillableInitialize();
}
protected override void Update(){
base.Update();
GetComponent<IKillable>().DrawHealthDebug();
Debug.Log(PlayerManager.Player);
}
public void TakeDamage(DamageSource[] sources){
foreach (DamageSource source in sources) {
TakeDamage(source);
}
}
public void TakeDamage(DamageSource source){
((IKillable)this).currentHealth -= source.damageDealt;
if (((IKillable)this).currentHealth <= 0) {
Kill();
}
}
public void Kill(){
throw new NotImplementedException();
}
}
public void Kill(){
throw new NotImplementedException();
}
}