Ajout des Yield prefabs et de ResourceMaker

ResourceMaker détecte le click sur le Yield

Les yields font partis du ResourceTile
This commit is contained in:
Ader Alisma 01 2023-06-08 17:13:22 -04:00
parent 9304b02c31
commit 8ecf5e0552
13 changed files with 394 additions and 2 deletions

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using System.Collections;
using UnityEngine;
/// <summary>
/// Gère la production de ressource et sert de minuteur pour laisser la ressource sur le sol.
/// </summary>
public class ResourceMaker : MonoBehaviour
{
[SerializeField]
private int _resourceMakingAmount;
[SerializeField]
private ResourceManager.ResourceChoice _resourceChoice;
private ResourceManager _resourceManagerInstance;
private void Awake()
{
_resourceManagerInstance = ResourceManager.Instance;
Debug.Log("Birth");
}
/// <summary>
/// D'après le choix de resource à générer, choisi le prefab à instancier
/// </summary>
public void GenerateResource()
{
switch (_resourceChoice)
{
case ResourceManager.ResourceChoice.Rock:
_resourceManagerInstance.RockAmount = _resourceMakingAmount;
break;
case ResourceManager.ResourceChoice.Wood:
_resourceManagerInstance.WoodAmount = _resourceMakingAmount;
break;
case ResourceManager.ResourceChoice.Food:
_resourceManagerInstance.FoodAmount = _resourceMakingAmount;
break;
}
Destroy(gameObject);
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Vector2 clickPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(clickPoint, transform.up);
if (hit.collider != null)
{
if (hit.collider.CompareTag("Resource"))
{
Debug.Log("I have been summoned");
GenerateResource();
}
}
}
}
}

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@ -1,16 +1,28 @@
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
/// <summary> /// <summary>
/// Sert d'inventaire et gère l'accès aux ressources /// Sert d'inventaire et gère l'accès aux ressources
/// </summary> /// </summary>
public class ResourceManager : MonoBehaviour public class ResourceManager : MonoBehaviour
{ {
private static ResourceManager _instance = null; private static ResourceManager _instance = null;
[SerializeField][Range(0.0f, 10.0f)]
private float _randoLimiter = 5.0f;
[SerializeField]
private GameObject _dropPrefab;
private int _rockAmount = 20; private int _rockAmount = 20;
private int _woodAmount = 20; private int _woodAmount = 20;
private int _foodAmount = 20; private int _foodAmount = 20;
public enum ResourceChoice
{
Rock,
Wood,
Food
};
public enum AddOrRemove public enum AddOrRemove
{ {
Add, Add,
@ -91,6 +103,14 @@ public class ResourceManager : MonoBehaviour
return false; return false;
} }
public void SpawnResource(ResourceChoice type, Vector2 position)
{
//Instantiate prefab at random position
//var position = new Vector3(Random.Range(-10.0f, 10.0f), 0, Random.Range(-10.0f, 10.0f));
//Instantiate(prefab, position, Quaternion.identity);
Vector3 droppedPosition = new Vector3(Random.Range(-1.0f, 1.0f),-1.0f);
Instantiate(_dropPrefab, droppedPosition, Quaternion.identity);
}
} }

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@ -18,7 +18,7 @@ public class ResourceTile : LevelTile
public override void LevelUpdate() public override void LevelUpdate()
{ {
if (!Occupied) return; //if (!Occupied) return;
_yieldCounter += Time.deltaTime * _yieldSpeed; _yieldCounter += Time.deltaTime * _yieldSpeed;

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@ -6,6 +6,7 @@ TagManager:
tags: tags:
- Opponent - Opponent
- Ally - Ally
- Resource
layers: layers:
- Default - Default
- TransparentFX - TransparentFX