Felix Boucher b1cfb714a6 changer l'apparence du harvester
problème :

- le harvester avait une apparence non-changeante dépendant du genre de ressource sur lequel il était placé.

solution :

- ajouter une logique qui change le prefab choisi dépendant de sur quelle tuile on place le harvester.

- also, quelques micro refactorings (changement de noms, ajout de doc)
2023-07-23 11:53:07 -04:00

67 lines
2.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using static Extensions;
[CreateAssetMenu(menuName = project_name + "/" + nameof(ResourceTile))]
public class ResourceTile : LevelTile
{
[SerializeField]
[Tooltip("the prefab of the currency that will be spawned when mining this resource")]
private GameObject _yieldPrefab;
public GameObject YieldPrefab => _yieldPrefab;
private string YieldPrefabName => _yieldPrefab.name;
[SerializeField]
private float _yieldSpeed = 1; //resource per second
[SerializeField]
[Range(0.0f, 5.0f)]
private float _randomPositionConfig = 0.5f;
private float _yieldCounter = 0;
public bool Occupied { get; set; }
public override void LevelUpdate()
{
//check if there is an harvester unit on top
var hasFarmer = LevelManager.Instance.Get<Harvester>(x => x.Position.IsContainedIn(Position));
if (!hasFarmer) return;
_yieldCounter += Time.deltaTime * _yieldSpeed;
if (_yieldCounter < 1) return;
if(_yieldPrefab != null)
{
_yieldCounter = 0;
float rangeConfig = 0.5f + _randomPositionConfig;
Vector3 yieldPosition = new Vector3(Position.x + Random.Range(-rangeConfig, rangeConfig), Position.y, Position.z);
var yielded = Instantiate(_yieldPrefab, yieldPosition, Quaternion.identity);
yielded.transform.SetParent(LevelManager.Instance.LevelTransform);
}
}
public override bool Equals(ILevelObject other)
{
return other is ResourceTile otherRes
&& base.Equals(otherRes)
&& _yieldPrefab == otherRes._yieldPrefab
&& _yieldSpeed == otherRes._yieldSpeed
&& Occupied == otherRes.Occupied;
}
public override Dictionary<string, object> ToDictionary()
{
var dict = base.ToDictionary();
dict[nameof(YieldPrefabName)] = YieldPrefabName;
dict[nameof(_yieldSpeed)] = _yieldSpeed;
dict[nameof(Occupied)] = Occupied;
return dict;
}
public override void LoadDictionary(Dictionary<string, object> dict)
{
base.LoadDictionary(dict);
var prefabName = dict[nameof(YieldPrefabName)].ToString();
_yieldPrefab = Database.Instance.Prefabs[prefabName];
_yieldSpeed = dict[nameof(_yieldSpeed)].ToFloat();
_yieldCounter = dict[nameof(_yieldCounter)].ToFloat();
Occupied = dict[nameof(Occupied)].ToBool();
}
}