Add simple fridge logic

This commit is contained in:
2023-02-28 22:48:28 +02:00
parent ee07359c50
commit 04d79318d1
25 changed files with 844 additions and 92 deletions
-59
View File
@@ -1,59 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
public class FollowPath : MonoBehaviour
{
public enum MovementTypes
{
Moveing, Lerping
}
public MovementTypes MovementType = MovementTypes.Moveing;
public MovementPath MyPath;
public float speed = 1;
public float maxDistance = .1f;
public IEnumerator<Transform> pointInPath;
// Start is called before the first frame update
void Start()
{
if (MyPath == null)
{
Debug.Log("path not attached");
return;
}
pointInPath = MyPath.GetNextPathPoint();
pointInPath.MoveNext();
if (pointInPath.Current == null)
{
Debug.Log("need points");
return;
}
transform.position = pointInPath.Current.position;
}
// Update is called once per frame
void Update()
{
if (pointInPath == null || pointInPath.Current == null)
{
return;
}
if (MovementType == MovementTypes.Moveing)
{
transform.position = Vector3.MoveTowards(transform.position, pointInPath.Current.position, Time.deltaTime * speed);
}
else
{
transform.position = Vector3.Lerp(transform.position, pointInPath.Current.position, Time.deltaTime * speed);
}
var distanceSqare = (transform.position - pointInPath.Current.position).sqrMagnitude;
if (distanceSqare < maxDistance * maxDistance)
{
pointInPath.MoveNext();
}
}
}
-11
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@@ -1,11 +0,0 @@
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defaultReferences: []
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@@ -4,6 +4,7 @@ public class BaseInteractableObject : MonoBehaviour
{
[SerializeField]
public Transform _playerArrivePoint;
public virtual void Interact(Player player)
{
Debug.Log("Interact with some object");
@@ -8,9 +8,13 @@ public class ColaFreezer : BaseInteractableObject
public override void Interact(Player player)
{
var transform = Instantiate(_foodObjectSO.prefab, _playerArrivePoint);
var foodObject = transform.GetComponent<FoodObject>();
player.SetFoodObject(foodObject);
}
if (!player.HasFoodObject())
{
// Spawn new object and set to player
var transform = Instantiate(_foodObjectSO.prefab, _playerArrivePoint);
var foodObject = transform.GetComponent<FoodObject>();
player.SetFoodObject(foodObject);
}
}
}
+17 -1
View File
@@ -1,10 +1,26 @@
using System.Collections.Generic;
using UnityEngine;
public class Fridge : BaseInteractableObject
{
private const int _maxCapacity=4;
private List<FoodObject> _foodObjects= new List<FoodObject>();
public override void Interact(Player player)
{
Debug.Log("Interact with Fridge");
if (player.HasFoodObject())
{
if (_foodObjects.Count < _maxCapacity)
{
_foodObjects.Add(player.GetFoodObject());
player.ClearFoodObject();
Debug.Log($"Fridge have {_foodObjects.Count} pices of food");
}
else
Debug.Log($"Fridge is full");
}
}
}
+23 -17
View File
@@ -120,23 +120,6 @@ public class Player : MonoBehaviour
}
}
public void SetFoodObject(FoodObject foodObject)
{
foodObject.transform.parent = _holdPoint;
foodObject.transform.localPosition = Vector3.zero;
_foodObject = foodObject;
Debug.Log($"player hold {foodObject.GetFoodObjectSO().name}");
}
public FoodObject GetFoodObject()
{
return _foodObject;
}
public void ClearFoodObject()
{
_foodObject = null;
}
private TaskStatus MoveToPoint()
{
SetPlayerAnimation(AnimationStates.Walking);
@@ -257,4 +240,27 @@ public class Player : MonoBehaviour
return attr != null;
}
public void SetFoodObject(FoodObject foodObject)
{
foodObject.transform.parent = _holdPoint;
foodObject.transform.localPosition = Vector3.zero;
_foodObject = foodObject;
Debug.Log($"player hold {foodObject.GetFoodObjectSO().name}");
}
public FoodObject GetFoodObject()
{
return _foodObject;
}
public void ClearFoodObject()
{
Destroy(_foodObject.gameObject);
_foodObject = null;
}
public bool HasFoodObject()
{
return _foodObject != null;
}
}