mirror of
				https://github.com/DerTyp7/industrialize-unity.git
				synced 2025-10-31 13:27:09 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			190 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections.Generic;
 | |
| using UnityEngine;
 | |
| 
 | |
| public class ConveyorPO : PlacedObject
 | |
| {
 | |
|     [SerializeField] private float speed = 0.3f;
 | |
|     [SerializeField] private List<Sprite> sprites = new List<Sprite>(); // 0 = Up, 1 = Right, 2 = Down, 3 = Left
 | |
|     [SerializeField] private ConveyorPO previousConveyor;
 | |
|     [SerializeField] private ConveyorPO nextConveyor;
 | |
| 
 | |
|     #region Getters & Setters
 | |
|     public float GetSpeed()
 | |
|     {
 | |
|         if (nextConveyor != null)
 | |
|         {
 | |
|             return speed;
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             return 0;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     public ConveyorPO GetPreviousConveyor()
 | |
|     {
 | |
|         return previousConveyor;
 | |
|     }
 | |
| 
 | |
|     public ConveyorPO GetNextConveyor()
 | |
|     {
 | |
|         return nextConveyor;
 | |
|     }
 | |
| 
 | |
|     public void SetPreviousConveyor(ConveyorPO newPreviousConveyor)
 | |
|     {
 | |
|         if (newPreviousConveyor != nextConveyor)
 | |
|         {
 | |
|             previousConveyor = newPreviousConveyor;
 | |
|         }
 | |
|         UpdateChain();
 | |
|     }
 | |
| 
 | |
|     public void SetNextConveyor(ConveyorPO newNextConveyor)
 | |
|     {
 | |
|         if (newNextConveyor != previousConveyor)
 | |
|         {
 | |
|             nextConveyor = newNextConveyor;
 | |
|         }
 | |
|         UpdateChain();
 | |
|     }
 | |
|     #endregion
 | |
| 
 | |
| 
 | |
|     // Gets all conveyors around this conveyor (UP RIGHT DOWN LEFT)
 | |
|     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) // If there is a placed object
 | |
|             {
 | |
|                 PlacedObject placedObject = gridObject.GetPlacedObject();
 | |
|                 if (placedObject.gameObject.GetComponent<ConveyorPO>() != null) // If this placed object is a conveyor
 | |
|                 {
 | |
|                     conveyors.Add(placedObject.gameObject.GetComponent<ConveyorPO>());
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|         return conveyors;
 | |
|     }
 | |
| 
 | |
|     // Integrates this conveyor with the other conveyors around it
 | |
|     private void SetConveyorChain()
 | |
|     {
 | |
|         List<ConveyorPO> possibleNextConveyors = GetConveyorsAround(); // Gets all possible next conveyors for this conveyor
 | |
|         List<ConveyorPO> possiblePreviousConveyors = GetConveyorsAround(); // Gets all possible previous conveyors for this conveyor
 | |
| 
 | |
|         // If this conveyor is already fully integraded in the chain -> return
 | |
|         if (previousConveyor != null && nextConveyor != null)
 | |
|             return;
 | |
| 
 | |
|         // Sort all conveyors around
 | |
|         foreach (ConveyorPO otherConveyor in GetConveyorsAround())
 | |
|         {
 | |
|             // Even if this gets checked in multiple palces, I just want to be sure ;)
 | |
|             if (otherConveyor == nextConveyor || otherConveyor == previousConveyor || otherConveyor.GetPreviousConveyor() == this || otherConveyor.GetNextConveyor() == this)
 | |
|             {
 | |
|                 continue;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 if (otherConveyor.GetNextConveyor() == null) // If other conveyor is able to have a nextConveyor
 | |
|                 {
 | |
|                     if (nextConveyor != otherConveyor) // If this conveyor is not already connected to the other conveyor
 | |
|                     {
 | |
|                         possiblePreviousConveyors.Add(otherConveyor);
 | |
|                     }
 | |
|                 }
 | |
| 
 | |
|                 if (otherConveyor.GetPreviousConveyor() == null) // If other conveyor is able to have a previousConveyor
 | |
|                 {
 | |
|                     if (previousConveyor != otherConveyor) // If this conveyor is not already connected to the other conveyor
 | |
|                     {
 | |
|                         possibleNextConveyors.Add(otherConveyor);
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // If there is a possible previous conveyor and this conveyor is able to have a previousConveyor
 | |
|         if (possiblePreviousConveyors.Count > 0 && previousConveyor == null)
 | |
|         {
 | |
|             foreach (ConveyorPO otherConveyor in possiblePreviousConveyors)
 | |
|             {
 | |
|                 if (otherConveyor.GetPreviousConveyor() != this && otherConveyor.GetNextConveyor() == null) // If other conveyor is not already connected to this conveyor
 | |
|                 {
 | |
|                     previousConveyor = otherConveyor; // Maybe prioritize Conveyor which is already in a chain?
 | |
|                     previousConveyor.SetNextConveyor(this);
 | |
|                     break;
 | |
|                 }
 | |
| 
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // If there is a possible next conveyor and this conveyor is able to have a nextConveyor
 | |
|         if (possibleNextConveyors.Count > 0 && nextConveyor == null)
 | |
|         {
 | |
|             foreach (ConveyorPO otherConveyor in possibleNextConveyors)
 | |
|             {
 | |
|                 if (otherConveyor.GetNextConveyor() != this && otherConveyor.GetPreviousConveyor() == null) // If other conveyor is not already connected to this conveyor
 | |
|                 {
 | |
|                     nextConveyor = otherConveyor; // Maybe prioritize Conveyor which is already in a chain?
 | |
|                     nextConveyor.SetPreviousConveyor(this);
 | |
|                     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();
 | |
|     }
 | |
| }
 | 
