Handle continuous interactions + Add Cleaning_workshop.prefab
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11 changed files with 726 additions and 41 deletions
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@ -12,12 +12,30 @@ public abstract class Workshop : MonoBehaviour, IUsable
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protected float prepTimer= 0.0f;
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public UITimer UIPrepTimer = null; //Script of the UI display
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protected bool playerInteracting = false; //Wether the player is interacting w/ the workshop
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// bool playerInteractFrame = false; //Wether the player used the workshop in the current frame
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protected float interactionCd = 0.0f; //Time to consider the interaction stopped
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public float interactionSmoothing = 0.0f; //% of action_cd added to the interaction CD for smooth continued interaction
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protected float cdTimer = 0.0f;
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//Handle objects interactions w/ Workshop
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//Return wether the object is taken from tavernkeeper
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public abstract bool use(GameObject userObject);
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//Handle continuous interaction w/ Workshop
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protected void continueUse(GameObject userObject)
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{
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Debug.Log(gameObject.name+" still used by "+userObject.name);
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if(interactionCd<0.01f) //No interaction CD => Try to set it up
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{
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Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
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if(player != null)
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interactionCd=player.action_cd*(1.0f+interactionSmoothing); //=action_cd+ interactionSmoothing(%) action_cd (for smooth continued interaction)
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else
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Debug.LogWarning(userObject.name+" cannot have a continuous interaction on "+gameObject.name);
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}
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playerInteracting = true; //Set interaction indicator
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cdTimer = interactionCd; //Reset Interaction CD
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}
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// Start is called before the first frame update
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void Start()
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{
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@ -31,17 +49,23 @@ public abstract class Workshop : MonoBehaviour, IUsable
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UIPrepTimer.gameObject.SetActive(false);
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}
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//LateUpdate is called after classic Updates
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void LateUpdate()
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{
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if(playerInteracting)
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{
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//Continue Preparation
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if(prepTimer<prepTime) //Update UI Prep timer
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{
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prepTimer+=Time.deltaTime;
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UIPrepTimer.SetValue(prepTimer/prepTime);
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if(UIPrepTimer != null)
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UIPrepTimer.SetValue(prepTimer/prepTime);
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}
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playerInteracting=false; //Reset interaction indicator for next frame
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//Update interaction CD
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cdTimer-=Time.deltaTime;
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if (cdTimer<0)
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playerInteracting=false; //Reset interaction indicator
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}
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}
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}
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