// Copyright (C) 2023 Nicholas Maltbie
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
// associated documentation files (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System;
using nickmaltbie.TestUtilsUnity;
using UnityEngine;
namespace nickmaltbie.OpenKCC.Character.Action
{
///
/// Conditional action that can be performed if a given set of conditions
/// are met.
///
[Serializable]
public class ConditionalAction
{
///
/// Unity service for managing time inputs.
///
public IUnityService unityService = UnityService.Instance;
///
/// Buffer time after which conditions are no longer
/// met that this action can still be performed.
///
[SerializeField]
[Tooltip("Buffer time after which conditions are no longer met that this action can still be performed.")]
public float coyoteTime;
///
/// Can this action be performed.
///
public bool CanPerform => condition.Invoke() || (coyoteTime > 0 && elapsed <= coyoteTime);
///
/// Condition for configuring this conditional action.
///
protected Func condition;
///
/// Elapsed time since the condition for this input
/// was last met.
///
private float elapsed;
///
/// Add delta time to update the conditional action state.
///
public virtual void Update()
{
if (!(condition?.Invoke() is true))
{
elapsed += unityService.deltaTime;
}
}
///
/// Configure the condition for this action.
///
/// Condition for the action.
public void SetCondition(Func condition)
{
this.condition = condition;
}
}
}