mirror of
https://github.com/DerTyp7/industrialize-unity.git
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160 lines
5.0 KiB
C#
160 lines
5.0 KiB
C#
using UnityEngine;
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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 = 600.0f;
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public float maxTimeWithoutConveyor = 10.0f;
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public 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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public abstract void OnSpawn();
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private ConveyorPO currentConveyor;
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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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// 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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//* 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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GridBuildingSystem.GridObject gridObject = gridBuildingSystem.buildingGrid.GetGridObject(tempPivotX, tempPivotY);
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if (gridObject.GetPlacedObject() != null)
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{
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if (gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>())
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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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}
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else
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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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{
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UpdateWithoutConveyor();
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}
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}
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private void UpdateWithoutConveyor()
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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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}
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}
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