Files
industrialize-unity/Assets/PlacedObjects/Conveyor/ConveyorPO.cs
Janis 21e915bef3 a
2022-06-05 15:19:27 +02:00

163 lines
4.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class ConveyorPO : PlacedObject
{
[SerializeField] private float speed = 0.3f;
public ConveyorPO previousConveyor;
public ConveyorPO nextConveyor;
public List<Sprite> sprites = new List<Sprite>(); // 0 = Up, 1 = Right, 2 = Down, 3 = Left
public float GetSpeed()
{
if (nextConveyor != null)
{
return speed;
}
else
{
return 0;
}
}
private List<ConveyorPO> GetConveyorsAround()
{
List<ConveyorPO> conveyors = new List<ConveyorPO>();
GridBuildingSystem gridBuildingSystem = GridBuildingSystem.instance;
List<GridBuildingSystem.GridObject> gridObjects = gridBuildingSystem.buildingGrid.GetGridObjectsAround(transform.position);
foreach (GridBuildingSystem.GridObject gridObject in gridObjects)
{
if (gridObject.GetPlacedObject() != null)
{
PlacedObject placedObject = gridObject.GetPlacedObject();
if (placedObject.gameObject.GetComponent<ConveyorPO>() != null)
{
conveyors.Add(placedObject.gameObject.GetComponent<ConveyorPO>());
}
}
}
return conveyors;
}
private void SetConveyorChain()
{
// TODO Last conveyor does not connect to first conveyor (circle)
List<ConveyorPO> possibleNextConveyors = GetConveyorsAround();
List<ConveyorPO> possiblePreviousConveyors = GetConveyorsAround();
if (previousConveyor != null && nextConveyor != null)
{
return;
}
foreach (ConveyorPO c in GetConveyorsAround())
{
if (c == nextConveyor || c == previousConveyor || c == this || c.previousConveyor == this || c.nextConveyor == this)
{
continue;
}
else
{
if (c.nextConveyor == null)
{
if (nextConveyor != c)
{
possiblePreviousConveyors.Add(c);
}
}
if (c.previousConveyor == null)
{
if (previousConveyor != c)
{
possibleNextConveyors.Add(c);
}
}
}
}
if (possiblePreviousConveyors.Count > 0 && previousConveyor == null)
{
Debug.Log("PREV " + possiblePreviousConveyors.Count);
foreach (ConveyorPO c in possiblePreviousConveyors)
{
if (c.previousConveyor != this && c.nextConveyor == null)
{
previousConveyor = c; // Maybe prioritize Conveyor which is already in a chain?
previousConveyor.nextConveyor = this;
previousConveyor.UpdateChain();
break;
}
}
}
if (possibleNextConveyors.Count > 0 && nextConveyor == null)
{
Debug.Log("Next " + possibleNextConveyors.Count);
foreach (ConveyorPO c in possibleNextConveyors)
{
if (c.nextConveyor != this && c.previousConveyor == null)
{
nextConveyor = c; // Maybe prioritize Conveyor which is already in a chain?
nextConveyor.previousConveyor = this;
nextConveyor.UpdateChain();
break;
}
}
}
}
public Vector2 GetDirection()
{
if (nextConveyor != null)
{
return (nextConveyor.transform.position - transform.position).normalized;
}
else if (previousConveyor != null)
{
return (previousConveyor.transform.position - transform.position).normalized * -1;
}
return Vector2.up;
}
public void SetSpriteToDirection(Vector2 direction)
{
if (direction.x > 0)
{
GetComponent<SpriteRenderer>().sprite = sprites[1];
}
else if (direction.x < 0)
{
GetComponent<SpriteRenderer>().sprite = sprites[3];
}
else if (direction.y > 0)
{
GetComponent<SpriteRenderer>().sprite = sprites[0];
}
else if (direction.y < 0)
{
GetComponent<SpriteRenderer>().sprite = sprites[2];
}
}
public void UpdateChain()
{
SetConveyorChain();
SetSpriteToDirection(GetDirection());
}
public override void OnPlace()
{
Debug.Log("Conveyor placed");
UpdateChain();
}
}