problème : il faut que les resource tiles produisent des resources seulement quand elles ont une unité au dessus d'elles pour les harvester. solution : créer une classe harvester qui est vérifiée par la resource tile avant d'updater. Si aucun harvester n'est au dessus, aucune update n'est faite.
66 lines
2.4 KiB
C#
66 lines
2.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using static Extensions;
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[CreateAssetMenu(menuName = project_name + "/" + nameof(ResourceTile))]
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public class ResourceTile : LevelTile
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{
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[SerializeField]
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[Tooltip("the prefab of the currency that will be spawned when mining this resource")]
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private GameObject _yieldPrefab;
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private string YieldPrefabName => _yieldPrefab.name;
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[SerializeField]
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private float _yieldSpeed = 1; //resource per second
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[SerializeField]
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[Range(0.0f, 5.0f)]
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private float _randomPositionConfig = 0.5f;
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private float _yieldCounter = 0;
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public bool Occupied { get; set; }
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public override void LevelUpdate()
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{
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//check if there is an harvester unit on top
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var hasFarmer = LevelManager.Instance.Get<Harvester>(x => x.Position.IsContainedIn(Position));
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if (!hasFarmer) return;
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_yieldCounter += Time.deltaTime * _yieldSpeed;
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if (_yieldCounter < 1) return;
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if(_yieldPrefab != null)
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{
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_yieldCounter = 0;
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float rangeConfig = 0.5f + _randomPositionConfig;
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Vector3 yieldPosition = new Vector3(Position.x + Random.Range(-rangeConfig, rangeConfig), Position.y, Position.z);
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var yielded = Instantiate(_yieldPrefab, yieldPosition, Quaternion.identity);
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yielded.transform.SetParent(LevelManager.Instance.LevelTransform);
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}
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}
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public override bool Equals(ILevelObject other)
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{
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return other is ResourceTile otherRes
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&& base.Equals(otherRes)
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&& _yieldPrefab == otherRes._yieldPrefab
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&& _yieldSpeed == otherRes._yieldSpeed
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&& Occupied == otherRes.Occupied;
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}
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public override Dictionary<string, object> ToDictionary()
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{
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var dict = base.ToDictionary();
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dict[nameof(YieldPrefabName)] = YieldPrefabName;
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dict[nameof(_yieldSpeed)] = _yieldSpeed;
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dict[nameof(Occupied)] = Occupied;
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return dict;
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}
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public override void LoadDictionary(Dictionary<string, object> dict)
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{
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base.LoadDictionary(dict);
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var prefabName = dict[nameof(YieldPrefabName)].ToString();
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_yieldPrefab = Database.Instance.Prefabs[prefabName];
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_yieldSpeed = dict[nameof(_yieldSpeed)].ToFloat();
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_yieldCounter = dict[nameof(_yieldCounter)].ToFloat();
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Occupied = dict[nameof(Occupied)].ToBool();
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}
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} |