Files
industrialize-unity/Assets/Scripts/Items/ItemObject.cs
2022-06-09 18:41:12 +02:00

175 lines
5.8 KiB
C#

using UnityEngine;
public abstract class ItemObject : MonoBehaviour
{
public int maxStackSize = 5;
public int stackSize = 1;
public ItemSO itemSO;
[SerializeField] private float timeAlive = 0.0f;
[SerializeField] private float maxTimeAlive = 600.0f;
[SerializeField] private float maxTimeWithoutConveyor = 10.0f;
[SerializeField] private float timeWithoutConveyor = 0.0f;
[SerializeField] private ConveyorPO lastTouchedConveyor; // current conveyor but not set to null
[SerializeField] private float conveyorSpeed = 0.0f;
[SerializeField] private Vector2 conveyorDirection = Vector2.zero;
[SerializeField] private ConveyorPO currentConveyor;
[SerializeField] private IOPort ioPort = null;
public abstract void OnSpawn();
private Rigidbody2D rb;
void Awake()
{
rb = GetComponent<Rigidbody2D>();
}
public void Despawn()
{
Destroy(gameObject);
}
private void OnCollisionEnter2D(Collision2D collision)
{
// Stack Item
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;
}
}
}
// IOPort
if (collision.gameObject.GetComponent<IOPort>() != null)
{
ioPort = collision.gameObject.GetComponent<IOPort>();
}
}
// Gets the temporary pivot point based on the conveyor direction
private Vector3 GetTempPivotPosition(Vector2 conveyorDirection)
{
Vector3 tempPivotPosition = transform.position;
float bufferSpace = 0.1f;
if (conveyorDirection == Vector2.up) // Up
{
tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, bufferSpace, 0);
}
if (conveyorDirection == Vector2.right) // Right
{
tempPivotPosition = transform.position + new Vector3(bufferSpace, transform.localScale.y / 2, 0);
}
if (conveyorDirection == Vector2.down) // Down
{
tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, transform.localScale.y - bufferSpace, 0);
}
if (conveyorDirection == Vector2.left) // Left
{
tempPivotPosition = transform.position + new Vector3(transform.localScale.x - bufferSpace, transform.localScale.y / 2, 0);
}
return tempPivotPosition;
}
void Update()
{
GridBuildingSystem gridBuildingSystem = GridBuildingSystem.instance;
# region TimeAlive
timeAlive += Time.deltaTime;
if (timeAlive > maxTimeAlive)
{
Despawn();
}
#endregion
#region ConveyorBehaviour and Movement
// TODO Freeze rigibody rotations based on direction
//! DEBUG LINE TO SEE TEMP PIVOT POSITION
Debug.DrawLine(GetTempPivotPosition(conveyorDirection), Vector3.zero, Color.red);
gridBuildingSystem.buildingGrid.GetXY(GetTempPivotPosition(conveyorDirection), out int tempPivotX, out int tempPivotY);
GridBuildingSystem.GridObject gridObject = gridBuildingSystem.buildingGrid.GetGridObject(tempPivotX, tempPivotY);
if (gridObject.GetPlacedObject() != null) // If there is a placed object
{
if (gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>()) // If this placed object is conveyor
{
timeWithoutConveyor = 0.0f; // reset time without conveyor
currentConveyor = gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>(); // set current conveyor to this conveyor
lastTouchedConveyor = currentConveyor; // set last touched conveyor to this conveyor
conveyorSpeed = currentConveyor.GetSpeed(); // set conveyor speed to this conveyor
//* If direction changes
if (conveyorDirection != currentConveyor.GetDirection())
{
// Realign the item to the grid/conveyor
gridBuildingSystem.buildingGrid.GetXY(lastTouchedConveyor.gameObject.transform.position, out int x, out int y);
transform.position = gridBuildingSystem.buildingGrid.GetWorldPosition(x, y);
conveyorDirection = currentConveyor.GetDirection();
}
}
else // Not on a conveyor
{
UpdateWithoutConveyor();
}
}
else // Not even on a placed object -> not on a conveyor
{
UpdateWithoutConveyor();
}
#endregion
#region IOPort
if (ioPort != null)
{
if (ioPort.item == itemSO)
{
stackSize = ioPort.IncreaseItemCount(stackSize);
if (stackSize == 0)
{
Despawn();
}
}
}
#endregion
}
private void UpdateWithoutConveyor() // Handles the item when it is not on a conveyor
{
currentConveyor = null;
timeWithoutConveyor += Time.deltaTime;
if (timeWithoutConveyor > maxTimeWithoutConveyor)
{
Despawn();
}
}
void FixedUpdate()
{
rb.MovePosition(rb.position + (conveyorDirection * conveyorSpeed) * Time.fixedDeltaTime);
}
}