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

@ -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
}
}
}