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

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using System;
using System.Collections.Generic;
using UnityEngine;
public class Converter: MonoBehaviour
{
public List<Product> inputProducts;
public ProductType expectedReagent;
public Transform outputPoint;
public ProductType conversionProduct;
public bool isBroken;
public float conversionTime = 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);
}
}
public void Update()
{
if (isBroken)
{
return;
}
if (inputProducts.Count == 0)
{
return;
}
if (_conversionTimer <= 0f)
{
var currentProduct = inputProducts[0];
if (inputProducts[0].Type == expectedReagent)
{
ProductType.SpawnProduct(conversionProduct, outputPoint);
inputProducts.RemoveAt(0);
Destroy(currentProduct);
}
else
{
Expel(inputProducts[0]);
inputProducts.RemoveAt(0);
}
_conversionTimer = conversionTime;
}
_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;
}
}