Files
Fruitomation/Assets/Scripts/Game/Items/ItemBehaviour.cs

111 lines
3.0 KiB
C#

using Fruitomation.Global;
using UnityEngine;
namespace Fruitomation.Game.Items
{
public class ItemBehaviour : MonoBehaviour
{
protected RectTransform RectTransform { get; private set; }
protected Rigidbody2D Body2D { get; private set; }
protected Canvas AttachedCanvas { get; private set; }
protected bool EnteredCanvas { get; private set; }
private GameObject CurrentChild;
private ItemType InternalItemType;
public ItemType CurrentType
{
get => InternalItemType;
set
{
InternalItemType = value;
OnUpdateItemType();
}
}
protected virtual void OnInitialized() { }
public void InitBehaviour(Canvas canvas, ItemType startType)
{
RectTransform = transform.GetComponent<RectTransform>();
Body2D = transform.GetComponent<Rigidbody2D>();
AttachedCanvas = canvas;
CurrentType = startType;
EnteredCanvas = false;
OnInitialized();
}
private void OnUpdateItemType()
{
if (CurrentChild is not null)
{
Destroy(CurrentChild);
}
ItemInfo info = ItemInfoRegistry.Get(CurrentType);
CurrentChild = Instantiate(info.Prefab, transform);
}
protected void Update()
{
if (!GameStateController.Is(GameState.Simulation))
{
TriggerDestruction(false);
}
}
private void FixedUpdate()
{
bool contained = IsWithinCanvas(RectTransform, AttachedCanvas.GetComponent<RectTransform>());
EnteredCanvas = EnteredCanvas || contained;
if (!contained && EnteredCanvas)
{
TriggerDestruction();
}
}
private static bool IsWithinCanvas(RectTransform element, RectTransform canvas)
{
Vector3[] elementCorners = new Vector3[4];
Vector3[] canvasCorners = new Vector3[4];
element.GetWorldCorners(elementCorners);
canvas.GetWorldCorners(canvasCorners);
Rect bounds = new
(
canvasCorners[0].x,
canvasCorners[0].y,
canvasCorners[2].x - canvasCorners[0].x,
canvasCorners[2].y - canvasCorners[0].y
);
foreach (Vector3 corner in elementCorners)
{
if (bounds.Contains(corner))
{
return true;
}
}
return false;
}
public void TriggerDestruction(bool harvest = true)
{
if (harvest)
{
ItemInfo info = ItemInfoRegistry.Get(CurrentType);
float money = Random.Range(info.MinMoney, info.MaxMoney);
MoneyController.Add(money);
}
Destroy(gameObject);
}
}
}