ProjetPatate/Assets/Scripts/Workshop.cs

71 lines
2.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Define the behavior of a workshop
[RequireComponent(typeof(Collider2D))]
public abstract class Workshop : MonoBehaviour, IUsable
{
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
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()
{
if(gameObject.layer != LayerMask.NameToLayer("Interactions"))
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);
}
//LateUpdate is called after classic Updates
void LateUpdate()
{
if(playerInteracting)
{
//Continue Preparation
if(prepTimer<prepTime) //Update UI Prep timer
{
prepTimer+=Time.deltaTime;
if(UIPrepTimer != null)
UIPrepTimer.SetValue(prepTimer/prepTime);
}
//Update interaction CD
cdTimer-=Time.deltaTime;
if (cdTimer<0)
playerInteracting=false; //Reset interaction indicator
}
}
}