quality-control/Assets/Scripts/Machines/ProductConverter.cs

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using System;
using System.Collections.Generic;
using UnityEngine;
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public class Converter: MonoBehaviour, IResetable
{
public ProductSpawner Spawner;
public List<Product> inputProducts;
public ProductType expectedReagent;
public Transform outputPoint;
public ProductType conversionProduct;
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public int CurrentHealth;
public int MaxHealth;
public float conversionDuration = 5f;
private float _conversionTimer;
public Transform refuseLauncher;
public float launchPower = 10f;
public void OnTriggerEnter(Collider other)
{
var product = other.GetComponentInParent<Product>();
if (product)
{
product.gameObject.SetActive(false);
inputProducts.Add(product);
}
}
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public void Start()
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{
ResetMachine();
}
public void ResetMachine()
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{
_conversionTimer = conversionDuration;
CurrentHealth = MaxHealth;
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inputProducts.Clear();
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}
public void Update()
{
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if (CurrentHealth <= 0)
{
return;
}
if (inputProducts.Count == 0)
{
return;
}
if (_conversionTimer <= 0f)
{
var currentProduct = inputProducts[0];
if (inputProducts[0].Type == expectedReagent)
{
Spawner.SpawnProduct(conversionProduct);
inputProducts.RemoveAt(0);
Destroy(currentProduct);
}
else
{
Expel(inputProducts[0]);
inputProducts.RemoveAt(0);
}
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_conversionTimer = conversionDuration;
}
_conversionTimer -= Time.deltaTime;
}
private void Expel(Product product)
{
product.transform.position = refuseLauncher.position;
product.transform.rotation = refuseLauncher.rotation;
product.gameObject.SetActive(true);
product.GetComponent<Rigidbody>().velocity = launchPower * refuseLauncher.forward;
}
}