Files
gpd-924-en/SOLID/Assets/Scripts/Solid/PlayerController.cs
T
david a4f498a33d add unity project
add SOLID examples
2025-04-09 07:49:12 +02:00

64 lines
1.9 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Assertions;
namespace DefaultNamespace.Solid
{
[RequireComponent(typeof(PlayerInput), typeof(PlayerMovement))]
public class PlayerController : MonoBehaviour
{
private PlayerInput _playerInput;
private PlayerMovement _playerMovement;
// private BulletShooter _bulletShooter;
private IShooter _shooter;
// [SerializeField] private MonoBehaviour _inputBehaviour;
// private IInput _input => _inputBehaviour as IInput;
// BAD IDEA
// [SerializeField] private bool _isUsingGamepad = false;
private void Awake()
{
_playerInput = GetComponent<PlayerInput>();
// BAD IDEA - don't use concrete classes, use abstraction instead, e.g. IInput interface
// don't instantiate concrete classes even if they will be assigned to an interface variable
// if (_isUsingGamepad)
// {
// _playerInput = new GamepadInput();
// }
// else
// {
// _playerInput = new KeyboardMouseInput();
// }
_playerMovement = GetComponent<PlayerMovement>();
// _bulletShooter = GetComponent<BulletShooter>();
_shooter = GetComponent<IShooter>();
Assert.IsNotNull(_shooter, "No IShooter component attached");
}
private void OnEnable()
{
_playerInput.IsFired += OnIsFired;
}
private void OnDisable()
{
_playerInput.IsFired -= OnIsFired;
}
private void Update()
{
_playerInput.HandleInput();
_playerMovement.MoveAndRotate(_playerInput.Movement, _playerInput.Rotation);
}
private void OnIsFired()
{
// _bulletShooter.Fire();
_shooter.Fire();
}
}
}