mirror of
https://github.com/DerTyp7/industrialize-unity.git
synced 2025-10-29 12:32:12 +01:00
clean up
This commit is contained in:
@@ -4,13 +4,11 @@ using UnityEngine;
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public class ConveyorPO : PlacedObject
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{
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[SerializeField] private float speed = 0.3f;
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[SerializeField] private List<Sprite> sprites = new List<Sprite>(); // 0 = Up, 1 = Right, 2 = Down, 3 = Left
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[SerializeField] private ConveyorPO previousConveyor;
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[SerializeField] private ConveyorPO nextConveyor;
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public ConveyorPO previousConveyor;
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public ConveyorPO nextConveyor;
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public List<Sprite> sprites = new List<Sprite>(); // 0 = Up, 1 = Right, 2 = Down, 3 = Left
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#region Getters & Setters
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public float GetSpeed()
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{
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if (nextConveyor != null)
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@@ -23,6 +21,37 @@ public class ConveyorPO : PlacedObject
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}
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}
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public ConveyorPO GetPreviousConveyor()
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{
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return previousConveyor;
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}
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public ConveyorPO GetNextConveyor()
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{
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return nextConveyor;
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}
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public void SetPreviousConveyor(ConveyorPO newPreviousConveyor)
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{
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if (newPreviousConveyor != nextConveyor)
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{
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previousConveyor = newPreviousConveyor;
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}
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UpdateChain();
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}
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public void SetNextConveyor(ConveyorPO newNextConveyor)
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{
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if (newNextConveyor != previousConveyor)
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{
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nextConveyor = newNextConveyor;
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}
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UpdateChain();
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}
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#endregion
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// Gets all conveyors around this conveyor (UP RIGHT DOWN LEFT)
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private List<ConveyorPO> GetConveyorsAround()
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{
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List<ConveyorPO> conveyors = new List<ConveyorPO>();
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@@ -32,82 +61,80 @@ public class ConveyorPO : PlacedObject
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foreach (GridBuildingSystem.GridObject gridObject in gridObjects)
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{
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if (gridObject.GetPlacedObject() != null)
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if (gridObject.GetPlacedObject() != null) // If there is a placed object
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{
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PlacedObject placedObject = gridObject.GetPlacedObject();
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if (placedObject.gameObject.GetComponent<ConveyorPO>() != null)
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if (placedObject.gameObject.GetComponent<ConveyorPO>() != null) // If this placed object is a conveyor
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{
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conveyors.Add(placedObject.gameObject.GetComponent<ConveyorPO>());
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}
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}
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}
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return conveyors;
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}
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// Integrates this conveyor with the other conveyors around it
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private void SetConveyorChain()
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{
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// TODO Last conveyor does not connect to first conveyor (circle)
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List<ConveyorPO> possibleNextConveyors = GetConveyorsAround();
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List<ConveyorPO> possiblePreviousConveyors = GetConveyorsAround();
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List<ConveyorPO> possibleNextConveyors = GetConveyorsAround(); // Gets all possible next conveyors for this conveyor
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List<ConveyorPO> possiblePreviousConveyors = GetConveyorsAround(); // Gets all possible previous conveyors for this conveyor
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// If this conveyor is already fully integraded in the chain -> return
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if (previousConveyor != null && nextConveyor != null)
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{
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return;
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}
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foreach (ConveyorPO c in GetConveyorsAround())
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// Sort all conveyors around
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foreach (ConveyorPO otherConveyor in GetConveyorsAround())
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{
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if (c == nextConveyor || c == previousConveyor || c == this || c.previousConveyor == this || c.nextConveyor == this)
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// Even if this gets checked in multiple palces, I just want to be sure ;)
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if (otherConveyor == nextConveyor || otherConveyor == previousConveyor || otherConveyor.GetPreviousConveyor() == this || otherConveyor.GetNextConveyor() == this)
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{
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continue;
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}
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else
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{
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if (c.nextConveyor == null)
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if (otherConveyor.GetNextConveyor() == null) // If other conveyor is able to have a nextConveyor
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{
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if (nextConveyor != c)
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if (nextConveyor != otherConveyor) // If this conveyor is not already connected to the other conveyor
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{
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possiblePreviousConveyors.Add(c);
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possiblePreviousConveyors.Add(otherConveyor);
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}
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}
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if (c.previousConveyor == null)
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if (otherConveyor.GetPreviousConveyor() == null) // If other conveyor is able to have a previousConveyor
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{
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if (previousConveyor != c)
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if (previousConveyor != otherConveyor) // If this conveyor is not already connected to the other conveyor
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{
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possibleNextConveyors.Add(c);
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possibleNextConveyors.Add(otherConveyor);
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}
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}
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}
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}
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// If there is a possible previous conveyor and this conveyor is able to have a previousConveyor
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if (possiblePreviousConveyors.Count > 0 && previousConveyor == null)
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{
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Debug.Log("PREV " + possiblePreviousConveyors.Count);
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foreach (ConveyorPO c in possiblePreviousConveyors)
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foreach (ConveyorPO otherConveyor in possiblePreviousConveyors)
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{
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if (c.previousConveyor != this && c.nextConveyor == null)
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if (otherConveyor.GetPreviousConveyor() != this && otherConveyor.GetNextConveyor() == null) // If other conveyor is not already connected to this conveyor
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{
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previousConveyor = c; // Maybe prioritize Conveyor which is already in a chain?
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previousConveyor.nextConveyor = this;
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previousConveyor.UpdateChain();
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previousConveyor = otherConveyor; // Maybe prioritize Conveyor which is already in a chain?
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previousConveyor.SetNextConveyor(this);
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break;
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}
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}
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}
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// If there is a possible next conveyor and this conveyor is able to have a nextConveyor
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if (possibleNextConveyors.Count > 0 && nextConveyor == null)
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{
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Debug.Log("Next " + possibleNextConveyors.Count);
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foreach (ConveyorPO c in possibleNextConveyors)
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foreach (ConveyorPO otherConveyor in possibleNextConveyors)
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{
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if (c.nextConveyor != this && c.previousConveyor == null)
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if (otherConveyor.GetNextConveyor() != this && otherConveyor.GetPreviousConveyor() == null) // If other conveyor is not already connected to this conveyor
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{
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nextConveyor = c; // Maybe prioritize Conveyor which is already in a chain?
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nextConveyor.previousConveyor = this;
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nextConveyor.UpdateChain();
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nextConveyor = otherConveyor; // Maybe prioritize Conveyor which is already in a chain?
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nextConveyor.SetPreviousConveyor(this);
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break;
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}
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}
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@@ -5,18 +5,19 @@ public abstract class ItemObject : MonoBehaviour
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public int maxStackSize = 5;
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public int stackSize = 1;
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public ItemSO itemSO;
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public float timeAlive = 0.0f;
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public float maxTimeAlive = 600.0f;
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public float maxTimeWithoutConveyor = 10.0f;
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public float timeWithoutConveyor = 0.0f;
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[SerializeField] private float timeAlive = 0.0f;
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[SerializeField] private float maxTimeAlive = 600.0f;
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[SerializeField] private float maxTimeWithoutConveyor = 10.0f;
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[SerializeField] private float timeWithoutConveyor = 0.0f;
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private ConveyorPO lastTouchedConveyor; // current conveyor but not set to null
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private float conveyorSpeed = 0.0f;
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private Vector2 conveyorDirection = Vector2.zero;
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[SerializeField] private ConveyorPO lastTouchedConveyor; // current conveyor but not set to null
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[SerializeField] private float conveyorSpeed = 0.0f;
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[SerializeField] private Vector2 conveyorDirection = Vector2.zero;
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[SerializeField] private ConveyorPO currentConveyor;
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public abstract void OnSpawn();
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private ConveyorPO currentConveyor;
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private Rigidbody2D rb;
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@@ -53,107 +54,101 @@ public abstract class ItemObject : MonoBehaviour
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}
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}
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// Gets the temporary pivot point based on the conveyor direction
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private Vector3 GetTempPivotPosition(Vector2 conveyorDirection)
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{
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Vector3 tempPivotPosition = transform.position;
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if (conveyorDirection == Vector2.up) // Up
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{
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Debug.Log("Up");
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, 0, 0);
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}
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if (conveyorDirection == Vector2.right) // Right
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{
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Debug.Log("Right");
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tempPivotPosition = transform.position + new Vector3(0, transform.localScale.y / 2, 0);
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}
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if (conveyorDirection == Vector2.down) // Down
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{
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Debug.Log("Down");
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, transform.localScale.y, 0);
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}
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if (conveyorDirection == Vector2.left) // Left
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{
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Debug.Log("Left");
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x, transform.localScale.y / 2, 0);
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}
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return tempPivotPosition;
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}
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void Update()
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{
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GridBuildingSystem gridBuildingSystem = GridBuildingSystem.instance;
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# region TimeAlive
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timeAlive += Time.deltaTime;
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if (timeAlive > maxTimeAlive)
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{
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Despawn();
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}
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#endregion
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// Problem: Pivot point of an item is bottom-left, so its not proberly aligned with the conveyor
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GridBuildingSystem gridBuildingSystem = GridBuildingSystem.instance;
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#region ConveyorBehaviour and Movement
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// TODO Freeze rigibody rotations based on direction
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//* Position has to change depending on which direction the item is heading, in order to stay on the conveyor
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Vector3 tempPivotPosition = transform.position;
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if (currentConveyor != null)
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{
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// TODO Freeze rigibody rotations based on direction
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//* KEEP IN MIND -> PIVOT POINT IS BOTTOM-LEFT
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// If direction changes
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if (conveyorDirection != currentConveyor.GetDirection())
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{
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// Realign
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gridBuildingSystem.buildingGrid.GetXY(lastTouchedConveyor.gameObject.transform.position, out int x, out int y);
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transform.position = gridBuildingSystem.buildingGrid.GetWorldPosition(x, y);
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conveyorDirection = currentConveyor.GetDirection();
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}
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if (conveyorDirection.y > 0) // Top
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{
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Debug.Log("Heading top");
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, 0, 0);
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}
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if (conveyorDirection.x > 0) // Right
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{
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Debug.Log("Heading right");
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tempPivotPosition = transform.position + new Vector3(0, transform.localScale.y / 2, 0);
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}
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if (conveyorDirection.y < 0) // Bottom
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{
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Debug.Log("Heading bottom");
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, transform.localScale.y, 0);
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}
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if (conveyorDirection.x < 0) // Left
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{
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Debug.Log("Heading left");
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x, transform.localScale.y / 2, 0);
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}
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Debug.DrawLine(tempPivotPosition, Vector3.zero, Color.red);
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}
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gridBuildingSystem.buildingGrid.GetXY(tempPivotPosition, out int tempPivotX, out int tempPivotY);
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//! DEBUG LINE TO SEE TEMP PIVOT POSITION
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Debug.DrawLine(GetTempPivotPosition(conveyorDirection), Vector3.zero, Color.red);
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gridBuildingSystem.buildingGrid.GetXY(GetTempPivotPosition(conveyorDirection), out int tempPivotX, out int tempPivotY);
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GridBuildingSystem.GridObject gridObject = gridBuildingSystem.buildingGrid.GetGridObject(tempPivotX, tempPivotY);
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if (gridObject.GetPlacedObject() != null)
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if (gridObject.GetPlacedObject() != null) // If there is a placed object
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{
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if (gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>())
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if (gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>()) // If this placed object is conveyor
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{
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timeWithoutConveyor = 0.0f;
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currentConveyor = gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>();
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lastTouchedConveyor = currentConveyor;
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conveyorSpeed = currentConveyor.GetSpeed();
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timeWithoutConveyor = 0.0f; // reset time without conveyor
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currentConveyor = gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>(); // set current conveyor to this conveyor
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lastTouchedConveyor = currentConveyor; // set last touched conveyor to this conveyor
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conveyorSpeed = currentConveyor.GetSpeed(); // set conveyor speed to this conveyor
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//* If direction changes
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if (conveyorDirection != currentConveyor.GetDirection())
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{
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// Realign the item to the grid/conveyor
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gridBuildingSystem.buildingGrid.GetXY(lastTouchedConveyor.gameObject.transform.position, out int x, out int y);
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transform.position = gridBuildingSystem.buildingGrid.GetWorldPosition(x, y);
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conveyorDirection = currentConveyor.GetDirection();
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}
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}
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else
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else // Not on a conveyor
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{
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UpdateWithoutConveyor();
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}
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}
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else
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else // Not even on a placed object -> not on a conveyor
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{
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UpdateWithoutConveyor();
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}
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#endregion
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}
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private void UpdateWithoutConveyor()
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private void UpdateWithoutConveyor() // Handles the item when it is not on a conveyor
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{
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currentConveyor = null;
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timeWithoutConveyor += Time.deltaTime;
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if (timeWithoutConveyor > maxTimeWithoutConveyor)
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{
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Debug.Log("Not on conveyor -> DESPAWN");
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Despawn();
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}
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}
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void FixedUpdate()
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{
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if (currentConveyor != null)
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{
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rb.MovePosition(rb.position + (conveyorDirection * conveyorSpeed) * Time.fixedDeltaTime);
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}
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else
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{
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// TODO Interrupt all movement
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}
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rb.MovePosition(rb.position + (conveyorDirection * conveyorSpeed) * Time.fixedDeltaTime);
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}
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}
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Block a user