Handle continuous interactions + Add Cleaning_workshop.prefab

This commit is contained in:
Antoine H 2021-01-08 11:05:45 +01:00
parent 6cce785d2c
commit 363845b456
11 changed files with 726 additions and 41 deletions

View file

@ -21,13 +21,24 @@ public class Cleaning_workshop : Workshop
if (mug!= null)
{
Debug.Log(userObject.name+ " stocked in "+gameObject.name);
if (mug.content != null)//Empty mug
if(mug.content != null)//Empty mug
{
mug.consume();
prepTimer=0.0f;
}
else if(!mug.dirty)//Mug already clean
prepTimer=prepTime;
stock.Add(userObject);
return true; //Object taken
}
}
else if(userObject.tag=="Player" && currentMug!=null) //Give clean mug
else if(userObject.tag=="Player" && prepTimer<prepTime && currentMug != null) //Prepare currentMug
{
continueUse(userObject);
}
else if(userObject.tag=="Player" && prepTimer>=prepTime) //Give tavernkeeper currentMug if cleaned
{
Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
Mug mug = currentMug.GetComponent<Mug>();
@ -39,6 +50,8 @@ public class Cleaning_workshop : Workshop
//Give mug
player.grab(currentMug);
currentMug=null;
UIPrepTimer.gameObject.SetActive(false); //Turn off UI prep timer
}
}
}
@ -53,6 +66,13 @@ public class Cleaning_workshop : Workshop
{
currentMug=stock[0];
stock.RemoveAt(0);
if(UIPrepTimer != null) //Display UI prep timer
{
UIPrepTimer.SetValue(prepTimer/prepTime);
UIPrepTimer.DisplayIcon(false);
UIPrepTimer.gameObject.SetActive(true);
}
}
}
}

View file

@ -15,19 +15,12 @@ public class Production_workshop : Workshop
//Handle objects interactions w/ Workshop
//Return wether the object is taken from tavernkeeper
public override bool use(GameObject userObject)
{
if(userObject.tag=="Player")
{
playerInteracting = true; //Set interaction indicator
Debug.Log("Player interacting");
}
{
if(userObject != null)
{
// Debug.Log(userObject.tag);
//TODO : Gérer Grabable qui ne sont pas des mugs ?
if(userObject.tag=="Grabable" && currentMug is null)
if(userObject.tag=="Grabable" && currentMug is null) //Try to stock Mug into workshop
{
Mug mug = userObject.GetComponent<Mug>();
if (mug!= null && mug.content is null && !mug.dirty && stock>0) //Mug clean & empty + remaining stock in workshop
@ -50,7 +43,11 @@ public class Production_workshop : Workshop
Debug.Log(userObject.name+" cannot be filled with "+product_name+ " -stock:"+stock);
}
}
else if(prepTimer>=prepTime && userObject.tag=="Player" && currentMug != null) //Give tavernkeeper currentMug if finished preparation
else if(userObject.tag=="Player" && prepTimer<prepTime && currentMug != null) //Prepare currentMug
{
continueUse(userObject);
}
else if(userObject.tag=="Player" && prepTimer>=prepTime) //Give tavernkeeper currentMug if finished preparation
{
Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
Mug mug = currentMug.GetComponent<Mug>();

View file

@ -29,7 +29,7 @@ public class UITimer : MonoBehaviour
//Value : [0,1]
public void SetValue(float value)
{
if(value>1||value<0)
if(value>1.01||value<-0.01) //Add a bit of flexibility so it only display real bad use
Debug.LogWarning(gameObject.name+" - Timer value out of range [0,1]: "+value);
//Change time color
if(value>0.66)

View file

@ -12,12 +12,30 @@ public abstract class Workshop : MonoBehaviour, IUsable
protected float prepTimer= 0.0f;
public UITimer UIPrepTimer = null; //Script of the UI display
protected bool playerInteracting = false; //Wether the player is interacting w/ the workshop
// bool playerInteractFrame = false; //Wether the player used the workshop in the current frame
protected float interactionCd = 0.0f; //Time to consider the interaction stopped
public float interactionSmoothing = 0.0f; //% of action_cd added to the interaction CD for smooth continued interaction
protected float cdTimer = 0.0f;
//Handle objects interactions w/ Workshop
//Return wether the object is taken from tavernkeeper
public abstract bool use(GameObject userObject);
//Handle continuous interaction w/ Workshop
protected void continueUse(GameObject userObject)
{
Debug.Log(gameObject.name+" still used by "+userObject.name);
if(interactionCd<0.01f) //No interaction CD => Try to set it up
{
Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
if(player != null)
interactionCd=player.action_cd*(1.0f+interactionSmoothing); //=action_cd+ interactionSmoothing(%) action_cd (for smooth continued interaction)
else
Debug.LogWarning(userObject.name+" cannot have a continuous interaction on "+gameObject.name);
}
playerInteracting = true; //Set interaction indicator
cdTimer = interactionCd; //Reset Interaction CD
}
// Start is called before the first frame update
void Start()
{
@ -31,17 +49,23 @@ public abstract class Workshop : MonoBehaviour, IUsable
UIPrepTimer.gameObject.SetActive(false);
}
//LateUpdate is called after classic Updates
void LateUpdate()
{
if(playerInteracting)
{
//Continue Preparation
if(prepTimer<prepTime) //Update UI Prep timer
{
prepTimer+=Time.deltaTime;
UIPrepTimer.SetValue(prepTimer/prepTime);
if(UIPrepTimer != null)
UIPrepTimer.SetValue(prepTimer/prepTime);
}
playerInteracting=false; //Reset interaction indicator for next frame
//Update interaction CD
cdTimer-=Time.deltaTime;
if (cdTimer<0)
playerInteracting=false; //Reset interaction indicator
}
}
}