72 lines
3 KiB
C#
72 lines
3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//Define the behavior of a workshop
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//TODO : Only stock Component instead of GameObject in currentMug ?
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[RequireComponent(typeof(Collider2D))]
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public abstract class Workshop : MonoBehaviour, IUsable
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{
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protected GameObject currentMug = null; //Mug currently stocked in workshop
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public float prepTime = 2.0f; //Time for preparation of product
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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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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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protected virtual void Start()
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{
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if(gameObject.layer != LayerMask.NameToLayer("Interactions"))
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Debug.LogWarning(gameObject.name+" layer should be set to 'Interactions' to work properly");
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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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if(UIPrepTimer is null)
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Debug.LogWarning(gameObject.name+" doesn't have a UIPrepTimer set");
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else
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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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protected virtual 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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if(UIPrepTimer != null)
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UIPrepTimer.SetValue(prepTimer/prepTime);
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}
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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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