Files
gpd-925-en/SOLID/Assets/Scripts/Solid/PlayerController.cs
T

64 lines
1.9 KiB
C#

using Solid.Interfaces;
using UnityEngine;
using UnityEngine.Assertions;
namespace Solid
{
[RequireComponent(typeof(PlayerInput), typeof(PlayerMovement))]
public class PlayerController : MonoBehaviour
{
private IInput _playerInput;
private PlayerMovement _playerMovement;
private IShooter _shooter;
// BAD IDEA
// [SerializeField] private bool _isUsingGamepad = false;
private void Awake()
{
// BAD IDEA
// don't use concrete classes, use abstraction instead, e.g. IInput interface
// don't instantiate concrete classes, use dependency injection instead => use services
// if (_isUsingGamepad)
// {
// _playerInput = new GamepadInput();
// }
// else
// {
// _playerInput = new KeyboardMouseInput();
// }
_playerInput = GetComponent<IInput>();
_playerMovement = GetComponent<PlayerMovement>();
// _shooter = GetComponent<IShooter>() ?? gameObject.AddComponent<BulletShooter>(); // default option, not so good
// better solution
_shooter = GetComponent<IShooter>();
Assert.IsNotNull(_shooter, "No IShooter component found on the GameObject.");
// best solution will be again to use dependency injection
}
private void OnEnable()
{
_playerInput.Fired += OnFired;
}
private void OnDisable()
{
_playerInput.Fired -= OnFired;
}
private void OnFired()
{
_shooter.Fire();
}
private void Update()
{
_playerInput.HandleInput();
_playerMovement.MoveAndRotate(_playerInput.Movement, _playerInput.Rotation);
}
}
}