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FaceDirection.cs
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FaceDirection.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
/// <summary>
/// Actorの概念的な上下左右4方向を示す。
/// </summary>
public enum ActorDirection
{
None,
Up,
Down,
Right,
Left
}
/// <summary>
/// 顔の向く方向。
/// </summary>
public class FaceDirection
{
private TurnAct turnAct = default;
private Transform transform = default;
public FaceDirection(TurnAct turnAct, Transform transform)
{
this.turnAct = turnAct;
this.transform = transform;
}
public ActorDirection Direction { get; private set; } = ActorDirection.Up;
/// <summary>
/// 入力された方向へ向く。
/// </summary>
/// <param name="direction"></param>
public void TurnToDirection(ActorDirection direction, float duration)
{
if (Direction == direction)
{
return;
}
Vector3 degree = new Vector3(0.0f, 0.0f, DirectionToDegree(direction));
turnAct.ActTweener = transform.DORotate(degree, duration)
.OnComplete(() => turnAct.OnActComplete());
Direction = direction;
}
/// <summary>
/// ActorDirectionをDegreeへ変換。
/// </summary>
/// <param name="direction"></param>
/// <returns></returns>
private float DirectionToDegree(ActorDirection direction)
{
switch (direction)
{
case ActorDirection.Up:
return 0.0f;
case ActorDirection.Down:
return 180.0f;
case ActorDirection.Right:
return 270.0f;
case ActorDirection.Left:
return 90.0f;
default:
return 0.0f;
}
}
}