using System.Collections;
using UnityEngine;
///
/// Gère la production de ressource et sert de minuteur pour laisser la ressource sur le sol.
///
public class ResourceMaker : MonoBehaviour
{
[SerializeField]
private int _resourceMakingAmount;
[SerializeField]
private Enum.ResourceChoice _resourceChoice;
private ResourceManager _resourceManagerInstance;
[SerializeField]
private Vector2 _endPosition;
private Vector2 _startPosition;
private float _desiredTime = 1.5f;
private float _timePassed = 0f;
private bool _isPlaying = false;
private void Start()
{
_resourceManagerInstance = ResourceManager.Instance;
_startPosition = transform.position;
}
private void Update()
{
if (_isPlaying)
{
_timePassed += Time.deltaTime;
float duration = _timePassed / _desiredTime;
duration = duration * duration * (3.0f - 2.0f * duration);
transform.position = Vector2.Lerp(_startPosition, _endPosition, duration);
if(Vector2.Distance(transform.position,_endPosition) < 0.01f)
{
_isPlaying = false;
switch (_resourceChoice)
{
case Enum.ResourceChoice.Rock:
_resourceManagerInstance.RockAmount = _resourceMakingAmount;
break;
case Enum.ResourceChoice.Wood:
_resourceManagerInstance.WoodAmount = _resourceMakingAmount;
break;
case Enum.ResourceChoice.Food:
_resourceManagerInstance.FoodAmount = _resourceMakingAmount;
break;
}
Destroy(gameObject);
}
}
}
///
/// D'après le choix de resource à générer, choisi le prefab à instancier
///
public void GenerateResource(){_isPlaying = true;}
}