Create Production_workshop.prefab + Start UI display for prep

This commit is contained in:
Antoine H 2021-01-07 19:02:52 +01:00
parent 998cc81e0a
commit 6cce785d2c
8 changed files with 530 additions and 144 deletions

View file

@ -16,6 +16,13 @@ public class Production_workshop : 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);
@ -27,6 +34,15 @@ public class Production_workshop : Workshop
{
Debug.Log(userObject.name+ " stocked in "+gameObject.name);
currentMug=userObject;
if(UIPrepTimer != null) //Display UI prep timer
{
prepTimer=0.0f;
UIPrepTimer.SetValue(prepTimer/prepTime);
UIPrepTimer.DisplayIcon(product_sprite);
UIPrepTimer.gameObject.SetActive(true);
}
return true; //Object taken
}
else
@ -34,7 +50,7 @@ public class Production_workshop : Workshop
Debug.Log(userObject.name+" cannot be filled with "+product_name+ " -stock:"+stock);
}
}
else if(userObject.tag=="Player" && currentMug != null) //Give tavernkeeper currentMug
else if(prepTimer>=prepTime && userObject.tag=="Player" && currentMug != null) //Give tavernkeeper currentMug if finished preparation
{
Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
Mug mug = currentMug.GetComponent<Mug>();
@ -44,6 +60,8 @@ public class Production_workshop : Workshop
//Fill mug
mug.fill(new Consumable(product_name,product_value,product_sprite));
stock--;
UIPrepTimer.gameObject.SetActive(false); //Turn off UI prep timer
//Give mug
player.grab(currentMug);
currentMug=null;
@ -51,9 +69,8 @@ public class Production_workshop : Workshop
}
}
else
{
Debug.Log(gameObject.name+" doesn't handle : "+userObject);
}
Debug.LogWarning(gameObject.name+" doesn't handle : "+userObject);
return false; //Object not taken
}
}

View file

@ -16,11 +16,15 @@ public class UITimer : MonoBehaviour
time.color = Color.green;
}
//TODO: Override DisplayIcon to set Icon
public void DisplayIcon(bool value)
{
icon.gameObject.SetActive(value);
}
public void DisplayIcon(Sprite newIcon)
{
icon.sprite=newIcon;
icon.gameObject.SetActive(true);
}
//Value : [0,1]
public void SetValue(float value)

View file

@ -6,12 +6,17 @@ using UnityEngine;
[RequireComponent(typeof(Collider2D))]
public abstract class Workshop : MonoBehaviour, IUsable
{
public float prepTime = 2.0f; //Time for preparation of product
protected GameObject currentMug = null; //Mug currently stocked in workshop
public float prepTime = 2.0f; //Time for preparation of product
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
//Handle objects interactions w/ Workshop
//Return wether the object is taken from tavernkeeper
public abstract bool use(GameObject userObject);
public abstract bool use(GameObject userObject);
// Start is called before the first frame update
void Start()
@ -20,5 +25,23 @@ public abstract class Workshop : MonoBehaviour, IUsable
Debug.LogWarning(gameObject.name+" layer should be set to 'Interactions' to work properly");
if(gameObject.tag != "Usable")
Debug.LogWarning(gameObject.name+" tag should be set to 'Usable' to work properly");
if(UIPrepTimer is null)
Debug.LogWarning(gameObject.name+" doesn't have a UIPrepTimer set");
else
UIPrepTimer.gameObject.SetActive(false);
}
void LateUpdate()
{
if(playerInteracting)
{
if(prepTimer<prepTime) //Update UI Prep timer
{
prepTimer+=Time.deltaTime;
UIPrepTimer.SetValue(prepTimer/prepTime);
}
playerInteracting=false; //Reset interaction indicator for next frame
}
}
}