Decomposition des Workshop
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4 changed files with 73 additions and 65 deletions
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@ -2,57 +2,16 @@
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using System.Collections.Generic;
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using UnityEngine;
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//Define the behavior of a workshop (producer of Consumable)
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//Define the behavior of a workshop
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[RequireComponent(typeof(Collider2D))]
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public class Workshop : MonoBehaviour, IUsable
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public abstract class Workshop : MonoBehaviour, IUsable
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{
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public string product_name;
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public int product_value;
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public Sprite product_sprite;
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public float prepTime = 2.0f; //Time for preparation of product
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public int stock = 5; //Stock of product
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GameObject currentMug = null; //Mug currently stocked in workshop
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protected GameObject currentMug = null; //Mug currently stocked in workshop
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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 bool use(GameObject userObject)
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{
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if(userObject != null)
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{
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// Debug.Log(userObject.tag);
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//TODO : Gérer Grabable qui ne sont pas des mugs ?
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if(userObject.tag=="Grabable")
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{
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Mug mug = userObject.GetComponent<Mug>();
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if (mug!= null && mug.content is null && !mug.dirty && stock>0) //Mug clean & empty + remaining stock in workshop
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{
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Debug.Log(gameObject.name+" fill "+userObject.name+ " with "+product_name);
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mug.fill(new Consumable(product_name,product_value,product_sprite));
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stock--;
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return false;
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}
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else
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{
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Debug.Log(userObject.name+" cannot be filled with "+product_name+ " -stock:"+stock);
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return false;
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}
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}
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else if(userObject.tag=="Player" && currentMug != null) //Give tavernkeeper currentMug
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{
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Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
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return false;
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}
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else
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{
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return false;
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}
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}
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else
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{
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Debug.Log(gameObject.name+" doesn't handle : "+userObject);
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return false;
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}
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}
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public abstract bool use(GameObject userObject);
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// Start is called before the first frame update
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void Start()
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@ -62,10 +21,4 @@ public class Workshop : MonoBehaviour, IUsable
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if(gameObject.tag != "Usable")
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Debug.LogWarning(gameObject.name+" tag should be set to 'Usable' to work properly");
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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