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)
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using static Enum;
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public class Harvester : Entity
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{
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[SerializeField][Tooltip("helps choose the right skin for the harvester depending on resource")]
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private List<HarvesterResourcePair> _harvesterResourcePairs;
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protected ResourceChoice ResourceChoice => _resourceChoice;
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[SerializeField]
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private ResourceChoice _resourceChoice;
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public override sealed void Start()
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{
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base.Start();
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ChooseSkinForHarvester();
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}
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/// <summary>
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/// changes the harvester's appearance depending on the resource they're harvesting
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/// </summary>
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private void ChooseSkinForHarvester()
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{
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//get the tile we're on
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var tile = LevelManager.Instance.Get<ResourceTile>(t => t.Position == Position);
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if (tile == default) return;
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//get the resource of the tile we're on
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var yieldPrefab = tile.YieldPrefab;
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if (!yieldPrefab) return;
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var resourceMaker = yieldPrefab.GetComponent<ResourceMaker>();
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if (!resourceMaker) return;
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//if we already have the right harvester for the resource, no need to change
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var resourceChoice = resourceMaker.ResourceChoice;
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if (resourceChoice == this.ResourceChoice) return;
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//get the right pair for the resource we're on
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var harvResPair = _harvesterResourcePairs.Find(hrp => hrp.Resource == resourceChoice);
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if (harvResPair == null) return;
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//exchange harvesters
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var newHarvester = Instantiate(harvResPair.HarvesterPrefab, transform.position, Quaternion.identity);
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newHarvester.transform.SetParent(transform.parent);
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Destroy(gameObject);
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}
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} |