WIP Power system
This commit is contained in:
parent
13be4256ce
commit
cea045ae2c
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@ -1,4 +1,5 @@
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using AsteroidGame.Entities.Structures.Scripts;
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using AsteroidGame.Entities.Structures.Scripts;
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using AsteroidGame.Interfaces;
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using UnityEngine;
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using UnityEngine;
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namespace AsteroidGame.Entities.Structures.PowerPlant
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namespace AsteroidGame.Entities.Structures.PowerPlant
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@ -54,6 +54,10 @@ MonoBehaviour:
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cost: 0
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cost: 0
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buildPlacementBlocked: 0
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buildPlacementBlocked: 0
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buildTimer: 0
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buildTimer: 0
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isPowerGenerator: 1
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isPowerConsumer: 0
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maxPower: 100
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currentPower: 0
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--- !u!1 &1863277996181035512
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--- !u!1 &1863277996181035512
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -1,10 +1,11 @@
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using System;
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using AsteroidGame.Interfaces;
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using AsteroidGame.Interfaces;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.Serialization;
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namespace AsteroidGame.Entities.Structures.Scripts
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namespace AsteroidGame.Entities.Structures.Scripts
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{
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{
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public class StructureBase : EntityBase, IBuildable
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public class StructureBase : EntityBase, IBuildable, IPowerSystem
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{
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{
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[Header("BuildParameters")]
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[Header("BuildParameters")]
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[SerializeField]
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[SerializeField]
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@ -13,18 +14,33 @@ namespace AsteroidGame.Entities.Structures.Scripts
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[SerializeField] private bool buildPlacementBlocked;
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[SerializeField] private bool buildPlacementBlocked;
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[SerializeField] protected float buildTimer;
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[SerializeField] protected float buildTimer;
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[Header("Power")]
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[SerializeField] protected bool isPowerGenerator;
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[SerializeField] protected bool isPowerConsumer;
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[SerializeField] protected int maxPower;
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[SerializeField] protected int currentPower;
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#region Private
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#region Private
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#endregion
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#endregion
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#region Publics
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#region Publics
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public bool IsPowerGenerator => isPowerGenerator;
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public bool IsPowerConsumer => isPowerConsumer;
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public bool BuildPlacementBlocked => buildPlacementBlocked;
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public bool BuildPlacementBlocked => buildPlacementBlocked;
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public string Name { get; set; }
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public int Cost => cost;
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public int Cost { get; set; }
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#endregion
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#endregion
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private void OnEnable()
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{
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if (!isPowerConsumer && !isPowerGenerator)
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{
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Debug.Log("Power consumer/generator not set!");
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}
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}
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private void OnTriggerStay(Collider other)
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private void OnTriggerStay(Collider other)
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{
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{
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if(other.name == "BuildCollider")
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if(other.name == "BuildCollider")
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@ -32,7 +48,7 @@ namespace AsteroidGame.Entities.Structures.Scripts
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buildPlacementBlocked = true;
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buildPlacementBlocked = true;
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}
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}
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}
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}
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private void OnTriggerExit(Collider other)
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private void OnTriggerExit(Collider other)
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{
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{
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if(other.name == "BuildCollider")
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if(other.name == "BuildCollider")
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@ -40,5 +56,35 @@ namespace AsteroidGame.Entities.Structures.Scripts
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buildPlacementBlocked = false;
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buildPlacementBlocked = false;
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}
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}
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}
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}
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#region Setters
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public void SetMaxPower(int newValue)
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{
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maxPower = newValue;
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}
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#endregion
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#region Getters
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public int GetMaxPower()
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{
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return maxPower;
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}
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public int GetCurrentPower()
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{
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return currentPower;
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}
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public float GetPowerFactor()
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{
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// ReSharper disable once PossibleLossOfFraction
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return currentPower / maxPower;
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}
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#endregion
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}
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}
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}
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}
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@ -1,5 +1,6 @@
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using AsteroidGame.Entities.Enemies.Scripts;
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using AsteroidGame.Entities.Enemies.Scripts;
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using AsteroidGame.Entities.Structures.Scripts;
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using AsteroidGame.Entities.Structures.Scripts;
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using AsteroidGame.Interfaces;
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using UnityEngine;
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using UnityEngine;
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namespace AsteroidGame.Entities.Structures.Tower
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namespace AsteroidGame.Entities.Structures.Tower
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@ -750,6 +750,10 @@ MonoBehaviour:
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cost: 20
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cost: 20
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buildPlacementBlocked: 0
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buildPlacementBlocked: 0
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buildTimer: 1
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buildTimer: 1
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isPowerGenerator: 0
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isPowerConsumer: 1
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maxPower: 10
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currentPower: 0
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weaponRange: 40
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weaponRange: 40
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damage: 1
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damage: 1
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fireRate: 1
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fireRate: 1
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@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using AsteroidGame.Entities.Structures.Scripts;
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using AsteroidGame.Entities.Structures.Scripts;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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@ -17,14 +18,15 @@ namespace AsteroidGame.Handlers
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[SerializeField] private bool isBuilding;
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[SerializeField] private bool isBuilding;
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[SerializeField] private int buildingSelector;
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[SerializeField] private int buildingSelector;
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[Header("Prefabs")]
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[Header("Structures")]
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[SerializeField] private List<StructureBase> buildings = new();
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[SerializeField] private StructureBaseScriptableObject availableStructuresObject;
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#region Private
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#region Private
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private List<StructureBase> _availableStructures = new();
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[SerializeField] private Color colorCurrent;
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[SerializeField] private Color colorCurrent;
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private Camera _camera;
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private Camera _camera;
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[SerializeField] private List<StructureBase> activeBuildings;
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[SerializeField] private List<StructureBase> activeStructures;
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private Vector3 _tempVec;
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private Vector3 _tempVec;
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private Plane _buildPlane;
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private Plane _buildPlane;
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private StructureBase _tempStructure;
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private StructureBase _tempStructure;
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base.OnEnable();
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base.OnEnable();
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_camera = Camera.main;
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_camera = Camera.main;
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_buildPlane = new Plane(Vector3.up, Vector3.zero);
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_buildPlane = new Plane(Vector3.up, Vector3.zero);
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activeBuildings.Clear();
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_availableStructures = availableStructuresObject.structureList;
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activeStructures.Clear();
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}
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}
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private void Update()
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private void Update()
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private void SpawnGhostStructure()
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private void SpawnGhostStructure()
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{
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{
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_ghostStructure = Instantiate(buildings[buildingSelector], GetPlanePoint(), Quaternion.identity, transform);
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_ghostStructure = Instantiate(_availableStructures[buildingSelector], GetPlanePoint(), Quaternion.identity, transform);
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_ghostStructure.name = "GhostStructure";
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_ghostStructure.name = "GhostStructure";
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var rb = _ghostStructure.gameObject.AddComponent<Rigidbody>();
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var rb = _ghostStructure.gameObject.AddComponent<Rigidbody>();
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private void SpawnStructure()
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private void SpawnStructure()
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{
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{
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_tempStructure = Instantiate(buildings[buildingSelector], GetPlanePoint(), Quaternion.identity, transform);
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_tempStructure = Instantiate(_availableStructures[buildingSelector], GetPlanePoint(), Quaternion.identity, transform);
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activeBuildings.Add(_tempStructure);
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activeStructures.Add(_tempStructure);
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}
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}
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#region Getters
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private Vector3 GetPlanePoint()
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private Vector3 GetPlanePoint()
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{
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{
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Ray ray = _camera.ScreenPointToRay(Mouse.current.position.ReadValue());
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Ray ray = _camera.ScreenPointToRay(Mouse.current.position.ReadValue());
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print("BuildPlaneNotHit");
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print("BuildPlaneNotHit");
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return Vector3.zero;
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return Vector3.zero;
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}
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}
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public List<StructureBase> GetAvailableStructures()
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{
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return _availableStructures;
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}
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public List<StructureBase> GetActiveStructures()
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{
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return activeStructures;
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}
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#endregion
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#region Setters
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#region Setters
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"GUID:f008ecc6829887e478aeb5eb004eb01b",
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"GUID:f008ecc6829887e478aeb5eb004eb01b",
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"GUID:f26d68a0bdefa1043b120b820f55e190",
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"GUID:f26d68a0bdefa1043b120b820f55e190",
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"GUID:5041af1ee0cf75e4a9a52f5f23a0bfae",
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"GUID:5041af1ee0cf75e4a9a52f5f23a0bfae",
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"GUID:bc7863ca0989b494d84426bfd28432fa"
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"GUID:bc7863ca0989b494d84426bfd28432fa",
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"GUID:17a5862fcd6383b4b97bad4dcb1e2e5d"
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],
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],
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"includePlatforms": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"excludePlatforms": [],
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using System;
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using System.Collections.Generic;
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using AsteroidGame.Entities.Structures.Scripts;
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using AsteroidGame.Interfaces;
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using UnityEngine;
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using UnityEngine.Pool;
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namespace AsteroidGame.Handlers
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{
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public class PowerHandler : HandlerBase
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{
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[Header("State")] [SerializeField] private int powerConsumption;
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[SerializeField] private int powerCapacity;
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[SerializeField] private float powerFactor;
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[Header("Connections")] [SerializeField]
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private BuildingHandler buildingHandler;
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// [SerializeField] private BuildingHandler buildingHandler;
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#region Private
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[SerializeField] private List<StructureBase> activeStructures = new();
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#endregion
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protected override void OnEnable()
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{
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base.OnEnable();
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buildingHandler = FindObjectOfType<BuildingHandler>();
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activeStructures = buildingHandler.GetActiveStructures();
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}
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private void Update()
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{
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powerConsumption = 0;
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powerCapacity = 0;
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foreach (var structure in activeStructures)
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{
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if (structure.IsPowerConsumer)
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{
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powerConsumption += structure.GetMaxPower();
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}
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if (structure.IsPowerGenerator)
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{
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powerCapacity += structure.GetMaxPower();
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}
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}
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if (powerCapacity > 0)
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{
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powerFactor = (float)powerConsumption / (float)powerCapacity;
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}
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else
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{
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powerFactor = 0;
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}
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}
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public int GetMaxPower()
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{
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throw new System.NotImplementedException();
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}
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public int GetCurrentPower()
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{
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throw new System.NotImplementedException();
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}
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public float GetPowerFactor()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -0,0 +1,11 @@
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namespace AsteroidGame.Interfaces
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{
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public interface IPowerSystem
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{
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public bool IsPowerGenerator { get; }
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public bool IsPowerConsumer { get; }
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public void SetMaxPower(int newValue);
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public int GetMaxPower();
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public int GetCurrentPower();
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public float GetPowerFactor();
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}
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}
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|
Loading…
Reference in New Issue