75 lines
2.2 KiB
C#
75 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using asap.core;
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using UnityEngine;
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using UnityEngine.Assertions;
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public class ShootingRound : MonoBehaviour
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{
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private List<ShootingTarget> _targetList;
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private EventShootingRangeData _data;
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private void Awake()
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{
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_targetList = new List<ShootingTarget>();
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foreach (Transform child in transform)
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{
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var target = child.GetComponent<ShootingTarget>();
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if (!target) continue;
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_targetList.Add(target);
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}
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_data = GContext.container.Resolve<EventShootingRangeData>();
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}
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private const float TargetPopupDuration = 0.5f;
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public async System.Threading.Tasks.Task ShowAsync()
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{
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gameObject.SetActive(true);
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foreach (var target in _targetList)
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{
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target.gameObject.SetActive(false);
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}
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if (_targetList.Count <= 0)
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return;
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var delay = TargetPopupDuration / _targetList.Count;
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for (int i = 0; i < _targetList.Count; i++)
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{
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bool isHit = _data.IsTargetHit(i);
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_targetList[i].InitAndPlayAppearAnimation(isHit, _data.CurrentStageIdx, i);
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if (!isHit)
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await System.Threading.Tasks.Task.Delay(TimeSpan.FromSeconds(delay));
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}
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}
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public void Show()
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{
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gameObject.SetActive(true);
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foreach (var target in _targetList)
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{
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target.gameObject.SetActive(false);
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}
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if (_targetList.Count <= 0)
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return;
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var delay = TargetPopupDuration / _targetList.Count;
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for (int i = 0; i < _targetList.Count; i++)
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{
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bool isHit = _data.IsTargetHit(i);
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_targetList[i].InitAndPlayAppearAnimation(isHit, _data.CurrentStageIdx, i);
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// if (!isHit)
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// await System.Threading.Tasks.Task.Delay(TimeSpan.FromSeconds(delay));
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}
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}
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public void Hide()
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{
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gameObject.SetActive(false);
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}
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private static int ParseTargetIndex(string goName)
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{
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var tokens = goName.Split('(', ')');
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Assert.IsTrue(tokens.Length >= 3, $"Name {goName} is supposed to contain brackets.");
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return int.Parse(tokens[1]);
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}
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}
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