using System.Collections.Generic; using UnityEngine; public class CorruptedFactory : ProductionBuilding { //TODO: Si ceci détermine la resource produite, modifier pour que ce soit un tableau des trois différent types de resources. protected override Enum.ResourceNodeType[] RessourceNodeType { get { return new Enum.ResourceNodeType [] { Enum.ResourceNodeType.Forest, Enum.ResourceNodeType.Rock, Enum.ResourceNodeType.BerryBush, Enum.ResourceNodeType.Farm}; } } /** * Yield Production */ [SerializeField] private List _yieldPrefabs = new List(3); [SerializeField] [Range(0.0f, 5.0f)] private float _randomPositionConfig = 0.5f; [SerializeField] private float _harvestDuration = 5.0f; [SerializeField] private int _yieldAmountPerResource = 1; private float _yieldCounter = 0; private float _yieldSpeedMultiplier = 1.0f; public override void LevelStart() { base.LevelStart(); ResetYieldDuration(); } public override void Update() { base.Update(); _yieldCounter -= Time.deltaTime; if (_yieldCounter > 0) return; ResetYieldDuration(); if (_yieldPrefabs.Count > 0) { for (int i = 0; i < _yieldPrefabs.Count; i++) { for (int j = 0; j < _yieldAmountPerResource; j++) { YieldResource(_yieldPrefabs[i]); } } } } private void YieldResource(GameObject yield) { float rangeConfig = 0.5f + _randomPositionConfig; Vector3 yieldPosition = new Vector3(Position.x + Random.Range(-rangeConfig, rangeConfig), Position.y, Position.z); var yielded = Instantiate(yield, yieldPosition, Quaternion.identity); yielded.transform.SetParent(LevelManager.Instance.LevelTransform); } private void ResetYieldDuration() { _yieldCounter = _harvestDuration / _yieldSpeedMultiplier; } }