266 lines
9.2 KiB
C#
266 lines
9.2 KiB
C#
using UnityEngine;
|
|
|
|
public class BasicMachine : MonoBehaviour
|
|
{
|
|
public float amount;
|
|
public float updateTick;
|
|
public int address;
|
|
public int speed = 1;
|
|
public int power;
|
|
public int heat;
|
|
public int cooling;
|
|
public int connectionAttempts;
|
|
public string inputType;
|
|
public string outputType;
|
|
public string ID = "unassigned";
|
|
public string creationMethod = "built";
|
|
public string inputID;
|
|
public string outputID;
|
|
public bool connectionFailed;
|
|
public bool hasHeatExchanger;
|
|
public bool powerON;
|
|
public GameObject inputObject;
|
|
public GameObject outputObject;
|
|
public GameObject powerObject;
|
|
public ConduitItem conduitItem;
|
|
public Material lineMat;
|
|
public PowerReceiver powerReceiver;
|
|
public BasicMachineRecipe[] recipes;
|
|
private LineRenderer connectionLine;
|
|
private GameObject builtObjects;
|
|
private int machineTimer;
|
|
|
|
// Called by unity engine on start up to initialize variables
|
|
public void Start()
|
|
{
|
|
powerReceiver = gameObject.AddComponent<PowerReceiver>();
|
|
connectionLine = gameObject.AddComponent<LineRenderer>();
|
|
conduitItem = GetComponentInChildren<ConduitItem>(true);
|
|
connectionLine.startWidth = 0.2f;
|
|
connectionLine.endWidth = 0.2f;
|
|
connectionLine.material = lineMat;
|
|
connectionLine.loop = true;
|
|
connectionLine.enabled = false;
|
|
builtObjects = GameObject.Find("Built_Objects");
|
|
}
|
|
|
|
// Called once per frame by unity engine
|
|
public void Update()
|
|
{
|
|
updateTick += 1 * Time.deltaTime;
|
|
if (updateTick > 0.5f + (address * 0.001f))
|
|
{
|
|
UpdatePowerReceiver();
|
|
GetComponent<PhysicsHandler>().UpdatePhysics();
|
|
|
|
updateTick = 0;
|
|
if (speed > power && power != 0)
|
|
{
|
|
speed = power;
|
|
}
|
|
if (speed > 1)
|
|
{
|
|
heat = speed - 1 - cooling;
|
|
}
|
|
else
|
|
{
|
|
heat = 0;
|
|
}
|
|
if (heat < 0)
|
|
{
|
|
heat = 0;
|
|
}
|
|
|
|
if (inputObject == null || outputObject == null)
|
|
{
|
|
connectionAttempts += 1;
|
|
if (creationMethod.Equals("spawned"))
|
|
{
|
|
if (connectionAttempts >= 30)
|
|
{
|
|
connectionAttempts = 0;
|
|
connectionFailed = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (connectionAttempts >= 120)
|
|
{
|
|
connectionAttempts = 0;
|
|
connectionFailed = true;
|
|
}
|
|
}
|
|
if (connectionFailed == false)
|
|
{
|
|
ConnectToOutput();
|
|
}
|
|
}
|
|
if (inputObject != null)
|
|
{
|
|
if (inputObject.GetComponent<UniversalConduit>() != null)
|
|
{
|
|
if (amount < 1 || outputType == "nothing")
|
|
{
|
|
outputType = GetOutputType();
|
|
}
|
|
|
|
if (inputObject.GetComponent<UniversalConduit>().conduitItem.active == false)
|
|
{
|
|
conduitItem.active = false;
|
|
GetComponent<Light>().enabled = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
conduitItem.active = false;
|
|
GetComponent<Light>().enabled = false;
|
|
}
|
|
|
|
HandleOutput();
|
|
|
|
if (inputObject != null && outputObject != null)
|
|
{
|
|
connectionAttempts = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// The object exists, is active and is not a standard building block
|
|
private bool IsValidObject(GameObject obj)
|
|
{
|
|
if (obj != null)
|
|
{
|
|
return obj.transform.parent != builtObjects.transform && obj.activeInHierarchy;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// The object is a potential output connection
|
|
private bool IsValidOutputObject(GameObject obj)
|
|
{
|
|
return outputObject == null && inputObject != null && obj != inputObject && obj != gameObject;
|
|
}
|
|
|
|
// Finds and connects to a universal conduit for output
|
|
private void ConnectToOutput()
|
|
{
|
|
GameObject[] allObjects = GameObject.FindGameObjectsWithTag("Built");
|
|
foreach (GameObject obj in allObjects)
|
|
{
|
|
if (IsValidObject(obj))
|
|
{
|
|
if (obj.GetComponent<UniversalConduit>() != null)
|
|
{
|
|
float distance = Vector3.Distance(transform.position, obj.transform.position);
|
|
if (IsValidOutputObject(obj) && distance < 20)
|
|
{
|
|
if (obj.GetComponent<UniversalConduit>().inputObject == null)
|
|
{
|
|
if (creationMethod.Equals("spawned") && obj.GetComponent<UniversalConduit>().ID.Equals(outputID))
|
|
{
|
|
outputObject = obj;
|
|
obj.GetComponent<UniversalConduit>().type = outputType;
|
|
obj.GetComponent<UniversalConduit>().inputObject = gameObject;
|
|
connectionLine.SetPosition(0, transform.position);
|
|
connectionLine.SetPosition(1, obj.transform.position);
|
|
connectionLine.enabled = true;
|
|
creationMethod = "built";
|
|
}
|
|
else if (creationMethod.Equals("built"))
|
|
{
|
|
outputObject = obj;
|
|
obj.GetComponent<UniversalConduit>().type = outputType;
|
|
obj.GetComponent<UniversalConduit>().inputObject = gameObject;
|
|
connectionLine.SetPosition(0, transform.position);
|
|
connectionLine.SetPosition(1, obj.transform.position);
|
|
connectionLine.enabled = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sets the appropriate output item according to the input
|
|
private string GetOutputType()
|
|
{
|
|
string incoming = inputObject.GetComponent<UniversalConduit>().type;
|
|
if (incoming != "" && incoming != "nothing")
|
|
{
|
|
inputType = inputObject.GetComponent<UniversalConduit>().type;
|
|
}
|
|
if (recipes != null)
|
|
{
|
|
foreach (BasicMachineRecipe recipe in recipes)
|
|
{
|
|
if (recipe.input == incoming)
|
|
{
|
|
return recipe.output;
|
|
}
|
|
}
|
|
}
|
|
return "nothing";
|
|
}
|
|
|
|
// If everything is working, items are moved to the output conduit; sounds and other effects are enabled.
|
|
private void HandleOutput()
|
|
{
|
|
if (outputObject != null)
|
|
{
|
|
if (outputObject.GetComponent<UniversalConduit>() != null)
|
|
{
|
|
outputObject.GetComponent<UniversalConduit>().inputID = ID;
|
|
outputObject.GetComponent<UniversalConduit>().type = outputType;
|
|
outputObject.GetComponent<UniversalConduit>().speed = speed;
|
|
outputID = outputObject.GetComponent<UniversalConduit>().ID;
|
|
if (amount >= speed)
|
|
{
|
|
if (outputType.Equals(outputObject.GetComponent<UniversalConduit>().type))
|
|
{
|
|
if (powerON == true && connectionFailed == false && inputObject != null && speed > 0)
|
|
{
|
|
conduitItem.active = true;
|
|
GetComponent<Light>().enabled = true;
|
|
machineTimer += 1;
|
|
if (machineTimer > 5 - (address * 0.01f))
|
|
{
|
|
outputObject.GetComponent<UniversalConduit>().amount += speed - heat;
|
|
amount -= speed - heat;
|
|
machineTimer = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
conduitItem.active = false;
|
|
GetComponent<Light>().enabled = false;
|
|
machineTimer = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Reset the output connection, allow new connections to be made
|
|
connectionLine.enabled = false;
|
|
if (connectionFailed == true)
|
|
{
|
|
if (creationMethod.Equals("spawned"))
|
|
{
|
|
creationMethod = "built";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gets power values from power receiver
|
|
private void UpdatePowerReceiver()
|
|
{
|
|
powerReceiver.ID = ID;
|
|
power = powerReceiver.power;
|
|
powerON = powerReceiver.powerON;
|
|
powerObject = powerReceiver.powerObject;
|
|
}
|
|
} |