mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-30 04:27:09 +01:00
142 lines
4.1 KiB
C#
142 lines
4.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Building : MonoBehaviour
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{
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[Header("Main-Info")]
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[SerializeField] string Title = "Building";
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[SerializeField] string Description = "This is a building!";
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[SerializeField] int Level = 1;
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[SerializeField] int Health = 100;
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[Header("Build-Ressources")]
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[SerializeField] int Wood = 0;
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[SerializeField] int Stone = 0;
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[SerializeField] int Clay = 0;
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[SerializeField] int Straw = 0;
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[Header("Building")]
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private Material oldMaterial;
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private Color originalColor;
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private bool isPlacingBuilding = false;
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public int isColliding;
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private new Renderer renderer;
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// Start is called before the first frame update
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void Start() {
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BuildingStart();
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}
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// Update is called once per frame
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void Update() {
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BuildingUpdate();
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}
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public void BuildingStart()
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{
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renderer = GetComponent<Renderer>();
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originalColor = renderer.material.color;
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}
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public void BuildingUpdate()
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{
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if (!isPlacingBuilding)
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{
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renderer.material = oldMaterial;
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isColliding = 0;
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}
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if (isColliding > 0)
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{
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changeMaterialToTransparent(renderer.material);
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renderer.material.color = new Color(1, 0, 0, 0.3f);
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}
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else
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{
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if (isPlacingBuilding)
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{
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changeMaterialToTransparent(renderer.material);
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renderer.material.color = new Color(0, 0, 1, 0.3f);
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}
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else
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{
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GetComponent<Renderer>().material.color = originalColor;
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}
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}
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}
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public void setTitle(string newTitle) { // Sets Title for building
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Title = newTitle;
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}
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public string getTitle() { // Returns Title of building
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return Title;
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}
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public void setDescription(string newDescription) { // Sets Description for building
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Description = newDescription;
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}
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public string getDescription() { // Returns Description of building
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return Description;
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}
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public void setHealth(int newHealth) { // Sets Health for building
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Health = newHealth;
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}
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public int getHealth() { // Returns Health of building
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return Health;
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}
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public void setLevel(int newLevel) {
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Level = newLevel;
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}
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public int getLevel() {
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return Level;
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}
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public bool delete() {
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// if delete successfully return true else return false
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return true;
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}
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public void isPlacing(bool isCurrentlyPlacing)
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{
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if (isCurrentlyPlacing)
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{
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isPlacingBuilding = true;
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return;
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}
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changeMaterialToOpaque(renderer.material);
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renderer.material.color = new Color(1, 1, 1, 1);
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isPlacingBuilding = false;
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}
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void OnCollisionEnter(Collision col)
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{
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isColliding += 1;
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}
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void OnCollisionExit(Collision col)
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{
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isColliding -= 1;
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}
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void changeMaterialToOpaque(Material material)
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{
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material.SetOverrideTag("RenderType", "");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
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material.SetInt("_ZWrite", 1);
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material.DisableKeyword("_ALPHATEST_ON");
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material.DisableKeyword("_ALPHABLEND_ON");
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material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
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material.renderQueue = -1;
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}
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void changeMaterialToTransparent(Material material)
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{
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material.SetOverrideTag("RenderType", "Transparent");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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material.SetInt("_ZWrite", 0);
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material.DisableKeyword("_ALPHATEST_ON");
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material.EnableKeyword("_ALPHABLEND_ON");
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material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
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material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
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}
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}
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