Files
industrialize-unity/Assets/PlacedObjects/Conveyor/ConveyorPO.cs
2022-06-05 10:52:27 +02:00

117 lines
3.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class ConveyorPO : PlacedObject
{
public float speed = 0.3f;
public ConveyorPO previousConveyor;
public ConveyorPO nextConveyor;
public List<Sprite> sprites = new List<Sprite>(); // 0 = Up, 1 = Right, 2 = Down, 3 = 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)
{
PlacedObject placedObject = gridObject.GetPlacedObject();
if (placedObject.gameObject.GetComponent<ConveyorPO>() != null)
{
conveyors.Add(placedObject.gameObject.GetComponent<ConveyorPO>());
}
}
}
return conveyors;
}
private void SetConveyorChain()
{
ConveyorPO lastChoiceConveyor = null;
foreach (ConveyorPO c in GetConveyorsAround())
{
if (c == nextConveyor || c == previousConveyor || c == this || c.previousConveyor == this || c.nextConveyor == this)
{
continue;
}
if (c.nextConveyor == null)
{
if (c.previousConveyor == null)
{
lastChoiceConveyor = c;
}
else
{
c.nextConveyor = this;
c.UpdateChain();
previousConveyor = c;
return;
}
}
}
if (lastChoiceConveyor != null)
{
lastChoiceConveyor.nextConveyor = this;
lastChoiceConveyor.UpdateChain();
previousConveyor = lastChoiceConveyor;
}
}
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();
}
}