Files
industrialize-unity/Assets/Scripts/Items/ItemObject.cs
Janis 21e915bef3 a
2022-06-05 15:19:27 +02:00

160 lines
5.0 KiB
C#

using UnityEngine;
public abstract class ItemObject : MonoBehaviour
{
public int maxStackSize = 5;
public int stackSize = 1;
public ItemSO itemSO;
public float timeAlive = 0.0f;
public float maxTimeAlive = 600.0f;
public float maxTimeWithoutConveyor = 10.0f;
public float timeWithoutConveyor = 0.0f;
private ConveyorPO lastTouchedConveyor; // current conveyor but not set to null
private float conveyorSpeed = 0.0f;
private Vector2 conveyorDirection = Vector2.zero;
public abstract void OnSpawn();
private ConveyorPO currentConveyor;
private Rigidbody2D rb;
void Awake()
{
rb = GetComponent<Rigidbody2D>();
}
public void Despawn()
{
Destroy(gameObject);
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.GetComponent<ItemObject>() != null)
{
ItemObject collisionItemObject = collision.gameObject.GetComponent<ItemObject>();
int addedStackSize = stackSize + collisionItemObject.stackSize;
if (collisionItemObject.timeAlive < timeAlive) // The other item stacks to me
{
if (addedStackSize <= maxStackSize)
{
stackSize = addedStackSize;
collisionItemObject.Despawn();
}
else
{
stackSize = maxStackSize;
collisionItemObject.stackSize = addedStackSize - maxStackSize;
}
}
}
}
void Update()
{
timeAlive += Time.deltaTime;
if (timeAlive > maxTimeAlive)
{
Despawn();
}
// Problem: Pivot point of an item is bottom-left, so its not proberly aligned with the conveyor
GridBuildingSystem gridBuildingSystem = GridBuildingSystem.instance;
//* Position has to change depending on which direction the item is heading, in order to stay on the conveyor
Vector3 tempPivotPosition = transform.position;
if (currentConveyor != null)
{
// TODO Freeze rigibody rotations based on direction
//* KEEP IN MIND -> PIVOT POINT IS BOTTOM-LEFT
// If direction changes
if (conveyorDirection != currentConveyor.GetDirection())
{
// Realign
gridBuildingSystem.buildingGrid.GetXY(lastTouchedConveyor.gameObject.transform.position, out int x, out int y);
transform.position = gridBuildingSystem.buildingGrid.GetWorldPosition(x, y);
conveyorDirection = currentConveyor.GetDirection();
}
if (conveyorDirection.y > 0) // Top
{
Debug.Log("Heading top");
tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, 0, 0);
}
if (conveyorDirection.x > 0) // Right
{
Debug.Log("Heading right");
tempPivotPosition = transform.position + new Vector3(0, transform.localScale.y / 2, 0);
}
if (conveyorDirection.y < 0) // Bottom
{
Debug.Log("Heading bottom");
tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, transform.localScale.y, 0);
}
if (conveyorDirection.x < 0) // Left
{
Debug.Log("Heading left");
tempPivotPosition = transform.position + new Vector3(transform.localScale.x, transform.localScale.y / 2, 0);
}
Debug.DrawLine(tempPivotPosition, Vector3.zero, Color.red);
}
gridBuildingSystem.buildingGrid.GetXY(tempPivotPosition, out int tempPivotX, out int tempPivotY);
GridBuildingSystem.GridObject gridObject = gridBuildingSystem.buildingGrid.GetGridObject(tempPivotX, tempPivotY);
if (gridObject.GetPlacedObject() != null)
{
if (gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>())
{
timeWithoutConveyor = 0.0f;
currentConveyor = gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>();
lastTouchedConveyor = currentConveyor;
conveyorSpeed = currentConveyor.GetSpeed();
}
else
{
UpdateWithoutConveyor();
}
}
else
{
UpdateWithoutConveyor();
}
}
private void UpdateWithoutConveyor()
{
currentConveyor = null;
timeWithoutConveyor += Time.deltaTime;
if (timeWithoutConveyor > maxTimeWithoutConveyor)
{
Debug.Log("Not on conveyor -> DESPAWN");
Despawn();
}
}
void FixedUpdate()
{
if (currentConveyor != null)
{
rb.MovePosition(rb.position + (conveyorDirection * conveyorSpeed) * Time.fixedDeltaTime);
}
else
{
// TODO Interrupt all movement
}
}
}