265 lines
9.0 KiB
C#
265 lines
9.0 KiB
C#
using UnityEngine;
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public class BasicMachine : Machine
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{
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public float amount;
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public int address;
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public int speed = 1;
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public int power;
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public int heat;
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public int cooling;
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public int connectionAttempts;
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public string inputType;
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public string outputType;
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public string ID = "unassigned";
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public string creationMethod = "built";
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public string inputID;
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public string outputID;
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public bool connectionFailed;
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public bool hasHeatExchanger;
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public bool powerON;
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public GameObject inputObject;
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public GameObject outputObject;
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public GameObject powerObject;
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public ConduitItem conduitItem;
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public Material lineMat;
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public PowerReceiver powerReceiver;
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public BasicMachineRecipe[] recipes;
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private LineRenderer connectionLine;
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private GameObject builtObjects;
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public StateManager stateManager;
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public bool hasCustomSound;
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private int machineTimer;
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private int warmup;
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//! Called by unity engine on start up to initialize variables.
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public void Start()
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{
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stateManager = FindObjectOfType<StateManager>();
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powerReceiver = gameObject.AddComponent<PowerReceiver>();
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connectionLine = gameObject.AddComponent<LineRenderer>();
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conduitItem = GetComponentInChildren<ConduitItem>(true);
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connectionLine.startWidth = 0.2f;
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connectionLine.endWidth = 0.2f;
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connectionLine.material = lineMat;
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connectionLine.loop = true;
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connectionLine.enabled = false;
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builtObjects = GameObject.Find("BuiltObjects");
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}
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public override void UpdateMachine()
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{
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if (ID == "unassigned" || stateManager.Busy())
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return;
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UpdatePowerReceiver();
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GetComponent<PhysicsHandler>().UpdatePhysics();
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if (warmup < 10)
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{
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warmup++;
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}
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else if (speed > power)
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{
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speed = power > 0 ? power : 1;
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}
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if (speed > 1)
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{
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heat = speed - 1 - cooling;
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}
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else
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{
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heat = 0;
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}
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if (heat < 0)
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{
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heat = 0;
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}
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if (inputObject == null || outputObject == null)
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{
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connectionAttempts += 1;
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if (creationMethod.Equals("spawned"))
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{
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if (connectionAttempts >= 30)
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{
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connectionAttempts = 0;
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connectionFailed = true;
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}
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}
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else
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{
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if (connectionAttempts >= 120)
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{
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connectionAttempts = 0;
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connectionFailed = true;
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}
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}
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if (connectionFailed == false && outputObject == null)
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{
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FindOutputObject();
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}
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}
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if (inputObject != null)
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{
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if (inputObject.GetComponent<UniversalConduit>() != null)
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{
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if (amount < 1 || outputType == "nothing")
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{
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outputType = GetOutputType();
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}
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if (inputObject.GetComponent<UniversalConduit>().conduitItem.active == false)
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{
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conduitItem.active = false;
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GetComponent<Light>().enabled = false;
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}
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}
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}
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else
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{
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conduitItem.active = false;
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GetComponent<Light>().enabled = false;
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}
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HandleOutput();
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if (inputObject != null && outputObject != null)
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{
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connectionAttempts = 0;
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}
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}
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//! The object is a potential output connection.
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private bool IsValidOutputObject(GameObject obj)
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{
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return outputObject == null && inputObject != null && obj != inputObject && obj != gameObject;
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}
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//! Finds and connects to a universal conduit for output.
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private void FindOutputObject()
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{
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GameObject[] allObjects = GameObject.FindGameObjectsWithTag("Machine");
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foreach (GameObject obj in allObjects)
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{
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if (obj != null)
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{
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if (obj.GetComponent<UniversalConduit>() != null)
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{
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float distance = Vector3.Distance(transform.position, obj.transform.position);
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if (IsValidOutputObject(obj) && distance < 20)
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{
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if (obj.GetComponent<UniversalConduit>().inputObject == null)
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{
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if (creationMethod.Equals("spawned") && obj.GetComponent<UniversalConduit>().ID.Equals(outputID))
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{
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outputObject = obj;
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obj.GetComponent<UniversalConduit>().type = outputType;
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obj.GetComponent<UniversalConduit>().inputObject = gameObject;
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connectionLine.SetPosition(0, transform.position);
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connectionLine.SetPosition(1, obj.transform.position);
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connectionLine.enabled = true;
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creationMethod = "built";
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break;
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}
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else if (creationMethod.Equals("built"))
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{
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outputObject = obj;
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obj.GetComponent<UniversalConduit>().type = outputType;
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obj.GetComponent<UniversalConduit>().inputObject = gameObject;
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connectionLine.SetPosition(0, transform.position);
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connectionLine.SetPosition(1, obj.transform.position);
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connectionLine.enabled = true;
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break;
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}
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}
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}
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}
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}
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}
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}
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//! Sets the appropriate output item according to the input.
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private string GetOutputType()
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{
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string incoming = inputObject.GetComponent<UniversalConduit>().type;
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if (incoming != "" && incoming != "nothing")
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{
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inputType = inputObject.GetComponent<UniversalConduit>().type;
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}
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if (recipes != null)
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{
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foreach (BasicMachineRecipe recipe in recipes)
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{
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if (recipe.input == incoming)
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{
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return recipe.output;
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}
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}
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}
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return "nothing";
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}
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//! If everything is working, items are moved to the output conduit; sounds and other effects are enabled.
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private void HandleOutput()
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{
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if (outputObject != null)
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{
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if (outputObject.GetComponent<UniversalConduit>() != null)
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{
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outputObject.GetComponent<UniversalConduit>().inputID = ID;
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outputObject.GetComponent<UniversalConduit>().type = outputType;
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outputObject.GetComponent<UniversalConduit>().speed = speed;
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outputID = outputObject.GetComponent<UniversalConduit>().ID;
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if (amount >= speed)
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{
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if (outputType.Equals(outputObject.GetComponent<UniversalConduit>().type))
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{
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if (powerON == true && connectionFailed == false && inputObject != null && speed > 0)
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{
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conduitItem.active = true;
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GetComponent<Light>().enabled = true;
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machineTimer += 1;
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if (machineTimer > 5 - (address * 0.01f))
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{
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outputObject.GetComponent<UniversalConduit>().amount += speed - heat;
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amount -= speed - heat;
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machineTimer = 0;
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if (hasCustomSound == true)
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{
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GetComponent<AudioSource>().Play();
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}
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}
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}
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else
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{
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conduitItem.active = false;
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GetComponent<Light>().enabled = false;
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machineTimer = 0;
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}
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}
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}
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}
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}
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else // Reset the output connection, allow new connections to be made.
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{
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connectionLine.enabled = false;
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if (connectionFailed == true)
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{
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if (creationMethod.Equals("spawned"))
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{
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creationMethod = "built";
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}
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}
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}
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}
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//! Gets power values from power receiver.
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private void UpdatePowerReceiver()
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{
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powerReceiver.ID = ID;
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power = powerReceiver.power;
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powerON = powerReceiver.powerON;
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powerObject = powerReceiver.powerObject;
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}
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} |