gather-and-defend/Assets/Scripts/Drag&Drop/ObjectPlaceholder.cs

50 lines
1.6 KiB
C#

using UnityEngine;
public class ObjectPlaceholder : UnitPlaceholder
{
public GameObject Prefab { get; set; }
public override void Place()
{
base.Place();
Prefab.Create(transform.position, parent : LevelManager.Instance.LevelTransform);
}
public override bool CanBePlacedHere()
{
var objsOnPosition = LevelManager.Instance.GetAll<ILevelObject>(obj => obj.Position.IsContainedIn(transform.position));
var positionIsCollidable = objsOnPosition.Exists(obj => obj.IsCollidable);
// If an ally is on the tile, we can't place anything here
foreach (var item in objsOnPosition)
{
if (item is Ally)
{
return false;
}
}
var defaultUnitCost = GlobalConfig.Instance.Current.populationCostPerUnit;
return !positionIsCollidable
&& LevelBoundCache.Contains(transform.position)
&& ResourceManager.Instance.EnoughFor(Rock, Wood, Food)
&& (Prefab.GetComponent<Building>()
|| ResourceManager.Instance.EnoughPopulationFor(defaultUnitCost))
&& IsHarvesterAndAllowed();
}
private bool IsHarvesterAndAllowed()
{
Ally unit = Prefab.GetComponent<Ally>();
// Get info
LevelTile pointedTile = LevelManager.Instance.Get<LevelTile>(obj => obj.Position.IsContainedIn(transform.position));
return unit is not Harvester || (unit is Harvester && IsAllowedTile(pointedTile));
}
private bool IsAllowedTile(LevelTile pointedTile)
{
return pointedTile is ResourceTile;
}
}