Changer le comportement de ResourceMaker et ajout de commentaires
ResourceMaker sera utilisé pour géré la création de mini ressources cliquables dans une autre tâche. ResourceRemover change le texte en vert si les ressources nécessaires sont disponibles ou en rouge dans le cas contraire.
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@ -1,15 +1,15 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Gère la production de ressource et sert de minuteur pour laisser la ressource sur le sol.
|
||||
/// </summary>
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public class ResourceMaker : MonoBehaviour
|
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{
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[SerializeField]
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private int _resourceMakingAmount;
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[SerializeField]
|
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private ResourceChoice _resourceChoice;
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private ResourceManager _resourceManager;
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private bool _generatingResources = true;
|
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private enum ResourceChoice
|
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{
|
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Rock,
|
||||
@ -19,38 +19,39 @@ public class ResourceMaker : MonoBehaviour
|
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|
||||
private void Start()
|
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{
|
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_resourceManager = ResourceManager.Instance;
|
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//StartCoroutine(Generate());
|
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}
|
||||
|
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/// <summary>
|
||||
/// D'après le choix de resource à générer, choisi le prefab à instancier
|
||||
/// </summary>
|
||||
public void GenerateResource()
|
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{
|
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switch (_resourceChoice)
|
||||
{
|
||||
case ResourceChoice.Rock:
|
||||
_resourceManager.RockGenerationAmount(_resourceMakingAmount,ResourceManager.AddOrRemove.Add);
|
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break;
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case ResourceChoice.Wood:
|
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_resourceManager.WoodGenerationAmount(_resourceMakingAmount, ResourceManager.AddOrRemove.Add);
|
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break;
|
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case ResourceChoice.Food:
|
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_resourceManager.FoodGenerationAmount(_resourceMakingAmount, ResourceManager.AddOrRemove.Add);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator Generate()
|
||||
{
|
||||
while (_generatingResources)
|
||||
{
|
||||
|
||||
Debug.Log("Generating...");
|
||||
|
||||
yield return new WaitForSeconds(3f);
|
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}
|
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}
|
||||
|
||||
private void OnDestroy()
|
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{
|
||||
switch (_resourceChoice)
|
||||
{
|
||||
case ResourceChoice.Rock:
|
||||
_resourceManager.RockGenerationAmount(_resourceMakingAmount, ResourceManager.AddOrRemove.Remove);
|
||||
break;
|
||||
case ResourceChoice.Wood:
|
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_resourceManager.WoodGenerationAmount(_resourceMakingAmount, ResourceManager.AddOrRemove.Remove);
|
||||
break;
|
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case ResourceChoice.Food:
|
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_resourceManager.FoodGenerationAmount(_resourceMakingAmount, ResourceManager.AddOrRemove.Remove);
|
||||
break;
|
||||
}
|
||||
_generatingResources = false;
|
||||
StopCoroutine(Generate());
|
||||
}
|
||||
}
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||||
|
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@ -7,13 +7,9 @@ using System.Collections;
|
||||
public class ResourceManager : MonoBehaviour
|
||||
{
|
||||
private static ResourceManager _instance = null;
|
||||
private int _rockAmount = 0;
|
||||
private int _woodAmount = 0;
|
||||
private int _foodAmount = 0;
|
||||
private int _rockGenerationAmount = 0;
|
||||
private int _woodGenerationAmount = 0;
|
||||
private int _foodGenerationAmount = 0;
|
||||
private bool _generatingResources = true;
|
||||
private int _rockAmount = 20;
|
||||
private int _woodAmount = 20;
|
||||
private int _foodAmount = 20;
|
||||
|
||||
public enum AddOrRemove
|
||||
{
|
||||
@ -42,7 +38,6 @@ public class ResourceManager : MonoBehaviour
|
||||
else
|
||||
{
|
||||
_instance = this;
|
||||
StartCoroutine(Generate());
|
||||
}
|
||||
}
|
||||
|
||||
@ -79,73 +74,23 @@ public class ResourceManager : MonoBehaviour
|
||||
}
|
||||
get { return _foodAmount; }
|
||||
}
|
||||
public void RockGenerationAmount(int amount, AddOrRemove choice)
|
||||
{
|
||||
if (choice == AddOrRemove.Add)
|
||||
{
|
||||
_rockAmount += amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
_rockAmount -= amount;
|
||||
}
|
||||
}
|
||||
public void WoodGenerationAmount(int amount, AddOrRemove choice)
|
||||
{
|
||||
if (choice == AddOrRemove.Add)
|
||||
{
|
||||
_woodAmount += amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
_woodAmount -= amount;
|
||||
}
|
||||
}
|
||||
public void FoodGenerationAmount(int amount, AddOrRemove choice)
|
||||
{
|
||||
if( choice == AddOrRemove.Add)
|
||||
{
|
||||
_foodAmount += amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
_foodAmount -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
public void Remove(int rock, int wood, int food)
|
||||
{
|
||||
_rockAmount = _rockAmount - rock < MIN ? MIN : _rockAmount - rock;
|
||||
_rockAmount = _rockAmount - wood < MIN ? MIN : _rockAmount - wood;
|
||||
_foodAmount = _foodAmount - food < MIN ? MIN : _foodAmount - food;
|
||||
_rockAmount = (_rockAmount - rock) < MIN ? MIN : _rockAmount - rock;
|
||||
_woodAmount = (_woodAmount - wood) < MIN ? MIN : _woodAmount - wood;
|
||||
_foodAmount = (_foodAmount - food) < MIN ? MIN : _foodAmount - food;
|
||||
}
|
||||
|
||||
public bool EnoughFor(int rock, int wood, int food = 0)
|
||||
{
|
||||
if (rock > _rockAmount || wood > _woodAmount || food > _foodAmount)
|
||||
if (_rockAmount >= rock && _woodAmount >= wood && _foodAmount >= food)
|
||||
{
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private IEnumerator Generate()
|
||||
{
|
||||
while (_generatingResources)
|
||||
{
|
||||
_rockAmount = _rockGenerationAmount;
|
||||
_woodAmount = _woodGenerationAmount;
|
||||
_foodAmount = _foodGenerationAmount;
|
||||
Debug.Log("Generating...");
|
||||
|
||||
yield return new WaitForSeconds(3f);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
_generatingResources = false;
|
||||
StopCoroutine(Generate());
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@ -4,6 +4,11 @@ using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using TMPro;
|
||||
|
||||
/// <summary>
|
||||
/// Gère le retrait de ressources et l'état du bouton
|
||||
/// Si les ressources nécessaires sont atteints, ce script change la disponibilité du bouton
|
||||
/// et vice-versa
|
||||
/// </summary>
|
||||
public class ResourceRemover : MonoBehaviour
|
||||
{
|
||||
|
||||
@ -35,17 +40,16 @@ public class ResourceRemover : MonoBehaviour
|
||||
|
||||
private void ChangeAvailability()
|
||||
{
|
||||
//checks if player has enough resources then chooses state of button's availability
|
||||
|
||||
//checks if player has enough resources then changes the state of button's availability
|
||||
if (_resourceManager.EnoughFor(_rock, _wood, _food))
|
||||
{
|
||||
if (_text.color == Color.red)
|
||||
if (_text.color != Color.green)
|
||||
{
|
||||
_text.color = Color.green;
|
||||
Debug.Log("Changed to green...");
|
||||
}
|
||||
}
|
||||
else if (_text.color == Color.green)
|
||||
else if (_text.color != Color.red)
|
||||
{
|
||||
_text.color = Color.red;
|
||||
Debug.Log("Changed to red...");
|
||||
|
||||
@ -3,7 +3,9 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gère l'affichage des resources
|
||||
/// </summary>
|
||||
public class ResourceText : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user