90 lines
2.1 KiB
C#
90 lines
2.1 KiB
C#
using System;
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using AsteroidGame.Interfaces;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace AsteroidGame.Entities.Structures.Scripts
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{
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public class StructureBase : EntityBase, IBuildable, IPowerSystem
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{
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[Header("BuildParameters")]
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[SerializeField]
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protected int cost;
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[SerializeField] private bool buildPlacementBlocked;
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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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#endregion
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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 int Cost => cost;
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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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{
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if(other.name == "BuildCollider")
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{
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buildPlacementBlocked = true;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if(other.name == "BuildCollider")
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{
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buildPlacementBlocked = false;
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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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} |