Started implementing mixers
This commit is contained in:
@@ -1,13 +1,43 @@
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using Fruitomation.Game.Items;
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using PashaBibko.Pacore.Attributes;
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using System.Collections.Generic;
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using System.Linq;
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using Fruitomation.Game.Items;
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using Fruitomation.Global;
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using UnityEngine;
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namespace Fruitomation.Game
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{
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public class MixerBuilding : Building
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{
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private struct Recipe
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{
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public ItemType[] Ingredients;
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public ItemType Product;
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public Recipe(ItemType[] ingredients, ItemType product)
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{
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Ingredients = ingredients;
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Product = product;
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}
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}
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private static Recipe[] Recipes = new Recipe[1]
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{
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new
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(
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new[] { ItemType.Apple, ItemType.Grape },
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ItemType.Banana
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),
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};
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[Header("Mixer Specific")]
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[SerializeField] private RectTransform OutputLocation;
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[SerializeField] private TriggerDetector Trigger;
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[Header("Read Only")]
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[SerializeField, InspectorReadOnly] private int StoredItemCount;
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private readonly Dictionary<ItemType, int> StoredItems = new();
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private void Start()
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{
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@@ -18,11 +48,52 @@ namespace Fruitomation.Game
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{
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return;
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}
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item.transform.position = OutputLocation.position;
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item.SendToTheGhostRealm();
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if (StoredItemCount < 50)
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{
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ItemType type = item.CurrentType;
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int typeCount = StoredItems.GetValueOrDefault(type);
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item.TriggerDestruction(false);
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StoredItems[type] = typeCount + 1;
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StoredItemCount++;
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}
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}, TriggerType.Enter);
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}
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private void Update()
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{
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if (!GameStateController.Is(GameState.Simulation))
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{
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StoredItems.Clear();
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return;
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}
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foreach (Recipe recipe in Recipes)
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{
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bool hasAllIngredients = recipe.Ingredients.Aggregate(true,
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(current, ingredient)
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=> current && StoredItems.ContainsKey(ingredient)
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);
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if (hasAllIngredients)
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{
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foreach (ItemType ingredient in recipe.Ingredients)
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{
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int count = StoredItems[ingredient] - 1;
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if (count <= 0)
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{
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StoredItems.Remove(ingredient);
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}
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else
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{
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StoredItems[ingredient] = count;
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}
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}
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FruitSpawner.SpawnItem(recipe.Product, OutputLocation.position);
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}
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}
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}
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}
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}
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@@ -1,7 +1,9 @@
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using System;
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using System.Collections.Generic;
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using Fruitomation.Game.Items;
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using Fruitomation.Global;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Fruitomation.Game
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{
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@@ -27,9 +29,14 @@ namespace Fruitomation.Game
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[SerializeField] private GameObject KiwiPrefab;
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[SerializeField] private GameObject BuddhasHandPrefab;
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private static FruitSpawner Instance;
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private float TimeUntilNextSpawn;
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private int CurrentItemCount => FruitSpawnParent.childCount;
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private void Awake()
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=> Instance = this;
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private void Update()
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{
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@@ -70,13 +77,25 @@ namespace Fruitomation.Game
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if (UpgradeManager.Is(BasicUpgrade.Pitayas))
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unlocked.Add(ItemType.Pitaya);
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SpawnItem(unlocked[Random.Range(0, unlocked.Count)]);
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}
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public static ItemBehaviour SpawnItem(ItemType item, Vector3? pos = null)
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=> Instance.SpawnItemInternal(item, pos);
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private ItemBehaviour SpawnItemInternal(ItemType item, Vector3? pos = null)
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{
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GameObject parent = Instantiate(BaseItemPrefab, FruitSpawnParent);
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ItemType type = unlocked[Random.Range(0, unlocked.Count)];
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ItemBehaviour behaviour = parent.GetComponent<ItemBehaviour>();
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Debug.Assert(behaviour is not null, "Could not find ItemBehaviour");
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if (pos != null)
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{
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parent.transform.position = (Vector3)pos;
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}
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behaviour.InitBehaviour(GameCanvas, type);
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behaviour.InitBehaviour(GameCanvas, item);
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return behaviour;
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}
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}
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}
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@@ -36,17 +36,25 @@ namespace Fruitomation.Game.Items
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private IEnumerator SendToGhostRealmInternal()
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{
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CurrentChild.SetActive(false);
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Body2D.Sleep();
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Sleep();
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yield return new WaitForSeconds(0.5f);
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CurrentChild.SetActive(true);
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Body2D.WakeUp();
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WakeUp();
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}
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public void SendToTheGhostRealm() => StartCoroutine(SendToGhostRealmInternal());
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public void Sleep()
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{
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CurrentChild.SetActive(false);
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Body2D.Sleep();
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}
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public void WakeUp()
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{
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CurrentChild.SetActive(true);
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Body2D.WakeUp();
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}
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public void InitBehaviour(Canvas canvas, ItemType startType)
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{
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RectTransform = transform.GetComponent<RectTransform>();
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