mirror of
https://github.com/DerTyp7/industrialize-unity.git
synced 2025-10-29 12:32:12 +01:00
175 lines
5.8 KiB
C#
175 lines
5.8 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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[SerializeField] private float timeAlive = 0.0f;
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[SerializeField] private float maxTimeAlive = 600.0f;
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[SerializeField] private float maxTimeWithoutConveyor = 10.0f;
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[SerializeField] private float timeWithoutConveyor = 0.0f;
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[SerializeField] private ConveyorPO lastTouchedConveyor; // current conveyor but not set to null
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[SerializeField] private float conveyorSpeed = 0.0f;
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[SerializeField] private Vector2 conveyorDirection = Vector2.zero;
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[SerializeField] private ConveyorPO currentConveyor;
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[SerializeField] private IOPort ioPort = null;
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public abstract void OnSpawn();
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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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// Stack Item
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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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// IOPort
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if (collision.gameObject.GetComponent<IOPort>() != null)
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{
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ioPort = collision.gameObject.GetComponent<IOPort>();
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}
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}
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// Gets the temporary pivot point based on the conveyor direction
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private Vector3 GetTempPivotPosition(Vector2 conveyorDirection)
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{
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Vector3 tempPivotPosition = transform.position;
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float bufferSpace = 0.1f;
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if (conveyorDirection == Vector2.up) // Up
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{
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, bufferSpace, 0);
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}
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if (conveyorDirection == Vector2.right) // Right
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{
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tempPivotPosition = transform.position + new Vector3(bufferSpace, transform.localScale.y / 2, 0);
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}
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if (conveyorDirection == Vector2.down) // Down
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{
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x / 2, transform.localScale.y - bufferSpace, 0);
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}
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if (conveyorDirection == Vector2.left) // Left
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{
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tempPivotPosition = transform.position + new Vector3(transform.localScale.x - bufferSpace, transform.localScale.y / 2, 0);
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}
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return tempPivotPosition;
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}
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void Update()
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{
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GridBuildingSystem gridBuildingSystem = GridBuildingSystem.instance;
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# region TimeAlive
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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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#endregion
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#region ConveyorBehaviour and Movement
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// TODO Freeze rigibody rotations based on direction
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//! DEBUG LINE TO SEE TEMP PIVOT POSITION
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Debug.DrawLine(GetTempPivotPosition(conveyorDirection), Vector3.zero, Color.red);
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gridBuildingSystem.buildingGrid.GetXY(GetTempPivotPosition(conveyorDirection), 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) // If there is a placed object
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{
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if (gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>()) // If this placed object is conveyor
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{
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timeWithoutConveyor = 0.0f; // reset time without conveyor
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currentConveyor = gridObject.GetPlacedObject().gameObject.GetComponent<ConveyorPO>(); // set current conveyor to this conveyor
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lastTouchedConveyor = currentConveyor; // set last touched conveyor to this conveyor
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conveyorSpeed = currentConveyor.GetSpeed(); // set conveyor speed to this conveyor
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//* If direction changes
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if (conveyorDirection != currentConveyor.GetDirection())
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{
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// Realign the item to the grid/conveyor
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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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}
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else // Not on a conveyor
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{
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UpdateWithoutConveyor();
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}
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}
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else // Not even on a placed object -> not on a conveyor
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{
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UpdateWithoutConveyor();
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}
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#endregion
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#region IOPort
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if (ioPort != null)
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{
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if (ioPort.item == itemSO)
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{
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stackSize = ioPort.IncreaseItemCount(stackSize);
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if (stackSize == 0)
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{
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Despawn();
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}
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}
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}
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#endregion
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}
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private void UpdateWithoutConveyor() // Handles the item when it is not on a conveyor
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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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Despawn();
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}
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}
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void FixedUpdate()
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{
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rb.MovePosition(rb.position + (conveyorDirection * conveyorSpeed) * Time.fixedDeltaTime);
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}
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}
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