mirror of
https://github.com/DerTyp7/industrialize-unity.git
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conveyorPO
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17
Assets/Scripts/Items/ItemManager.cs
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17
Assets/Scripts/Items/ItemManager.cs
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@@ -0,0 +1,17 @@
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using UnityEngine;
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public class ItemManager : MonoBehaviour
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{
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public static ItemManager instance;
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private void Awake()
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{
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if (instance == null)
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{
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instance = this;
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}
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}
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}
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11
Assets/Scripts/Items/ItemManager.cs.meta
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11
Assets/Scripts/Items/ItemManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 27ab07ac74967d54c86450327d86934a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,7 +1,63 @@
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using UnityEngine;
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public class ItemObject : ScriptableObject
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public abstract class ItemObject : MonoBehaviour
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{
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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 = 60.0f;
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public abstract void OnSpawn();
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private Rigidbody2D rb;
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void Awake()
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{
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rb = GetComponent<Rigidbody2D>();
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}
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public void Despawn()
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{
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Destroy(gameObject);
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}
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private void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.GetComponent<ItemObject>() != null)
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{
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ItemObject collisionItemObject = collision.gameObject.GetComponent<ItemObject>();
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int addedStackSize = stackSize + collisionItemObject.stackSize;
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if (collisionItemObject.timeAlive < timeAlive) // The other item stacks to me
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{
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if (addedStackSize <= maxStackSize)
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{
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stackSize = addedStackSize;
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collisionItemObject.Despawn();
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}
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else
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{
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stackSize = maxStackSize;
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collisionItemObject.stackSize = addedStackSize - maxStackSize;
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}
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}
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}
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}
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void Update()
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{
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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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}
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void FixedUpdate()
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{
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float speed = 0.3f; // TODO Get speed from ConveyorBelt
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Vector2 direction = new Vector2(1f, 0f); // TODO Get direction from ConveyorBelt
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rb.MovePosition(rb.position + (direction * speed) * Time.fixedDeltaTime);
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}
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}
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@@ -4,13 +4,22 @@ using UnityEngine;
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public class ItemSO : ScriptableObject
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{
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public string id;
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public string name;
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public string itemName;
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public GameObject prefab;
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public Sprite icon;
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public void Spawn(Vector3 position)
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public GameObject Spawn(Vector3 position)
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{
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GameObject item = Instantiate(prefab, position, Quaternion.identity);
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// Snap to grid
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GridBuildingSystem.instance.buildingGrid.GetXY(position, out int x, out int y);
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position = GridBuildingSystem.instance.buildingGrid.GetWorldPosition(x, y);
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GameObject item = Instantiate(prefab, new Vector3(position.x, position.y, 0), Quaternion.identity);
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item.name = name;
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item.GetComponent<ItemObject>().itemSO = this;
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return item;
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}
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}
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