Beispiel #1
0
    void CreateTask(Building building)
    {
        UnitTask tempTask = TaskLibrary.Get().CreateTask(UnitTask.TaskType.Build, building.transform.position, building.gameObject);

        building._BuildTask = tempTask;
        TaskList.AddTaskToGlobalTaskList(tempTask);
    }
Beispiel #2
0
    private void Update()
    {
        //check if its fallen through floor
        if (transform.position.y < -1)
        {
            transform.position = new Vector3(transform.position.x, 5, transform.position.z);
        }


        if (_timmer > 2 && !_added)
        {
            UnitTask tempTask = new UnitTask
            {
                _location        = transform.position,
                _taskType        = UnitTask.TaskType.Pickup,
                _taskDescription = "Transporting an Ore",
                _itemToPickUp    = transform.gameObject,
                _itemType        = UnitTask.ItemType.Ore,
                _requiredTool    = Unit.UnitTool.none
            };
            if (SettingScript.instance.UnitPriority == 0)
            {
                TaskList.AddTaskToGlobalTaskList(tempTask);
            }
            else
            {
                TaskList.Tasks.Insert(0, tempTask);
            }
            _added = true;
        }
        else
        {
            _timmer += Time.deltaTime;
        }
    }
Beispiel #3
0
    /// <summary>
    /// When selecting to pick up a resource, create pick up task depending on resource type and add to task list
    /// </summary>
    public void PickUpResource()
    {
        if (_ore != null)
        {
            TaskList.AddTaskToGlobalTaskList(TaskLibrary.Get().CreateTask(UnitTask.TaskType.Pickup, _ore.transform.position, _ore.gameObject));

            //UnitTask tempTask = new UnitTask
            //{
            //    _location = _ore.transform.position,
            //    _taskType = UnitTask.TaskType.Pickup,
            //    _taskDescription = "Transporting an Ore",
            //    _itemToPickUp = _ore.transform.gameObject,
            //    _itemType = UnitTask.ItemType.Ore,
            //    _requiredTool = Unit.UnitTool.none
            //};
            //AddTaskToGlobalTaskList(tempTask);
        }
        else if (_energyCrystal != null)
        {
            TaskList.AddTaskToGlobalTaskList(TaskLibrary.Get().CreateTask(UnitTask.TaskType.Pickup, _energyCrystal.transform.position, _energyCrystal.gameObject));

            //UnitTask tempTask = new UnitTask
            //{
            //    _location = _energyCrystal.transform.position,
            //    _taskType = UnitTask.TaskType.Pickup,
            //    _taskDescription = "Transporting an Ore",
            //    _itemToPickUp = _energyCrystal.transform.gameObject,
            //    _itemType = UnitTask.ItemType.EnergyCrystal,
            //    _requiredTool = Unit.UnitTool.none
            //};
            //AddTaskToGlobalTaskList(tempTask);
        }
    }
Beispiel #4
0
    // Start is called before the first frame update
    void Start()
    {
        _worldController = WorldController.GetWorldController;
        _soundManager    = _worldController._soundManager;
        if (_rubble.GetComponentInChildren <MeshRenderer>().material.name.Contains("Dirt"))
        {
            _rockType = RockScript.Type.Dirt;
        }
        else if (_rubble.GetComponentInChildren <MeshRenderer>().material.name.Contains("LooseRock"))
        {
            _rockType = RockScript.Type.LooseRock;
        }

        else if (_rubble.GetComponentInChildren <MeshRenderer>().material.name.Contains("SolidRock"))
        {
            _rockType = RockScript.Type.HardRock;
        }



        UnitTask tempTask = new UnitTask
        {
            _location        = _rubble.transform.position,
            _taskType        = UnitTask.TaskType.ClearRubble,
            _targetRubble    = this,
            _requiredTool    = Unit.UnitTool.Shovel,
            _taskDescription = "Clearing rubble"
        };

        TaskList.AddTaskToGlobalTaskList(tempTask);


        if (_energyCrystal)
        {
            if (_rockType == RockScript.Type.Dirt)
            {
                _objectAmount = 1;
            }
            else if (_rockType == RockScript.Type.LooseRock)
            {
                _objectAmount = 2;
            }
            else if (_rockType == RockScript.Type.HardRock)
            {
                _objectAmount = 3;
            }
            _stateSwichWait = _brakeTime / _objectAmount;

            _stateSwichTime = _brakeTime - _stateSwichWait;
        }
        else
        {
            if ((_objectAmount = Random.Range(_minDropedObject, _maxDropedObject)) != 0)
            {
                _stateSwichWait = _brakeTime / _objectAmount;

                _stateSwichTime = _brakeTime - _stateSwichWait;
            }
        }
    }
Beispiel #5
0
    public void SetTask(UnitTask theTask)
    {
        _taskSetup = false;
        _gotItem   = false;
        PlayOrderSound();

        switch (_vType)
        {
        case VehicleType.smallDrill:
            if (theTask != null)
            {
                if (theTask._taskType == UnitTask.TaskType.Mine || theTask._taskType == UnitTask.TaskType.RechargeVehicle || theTask._taskType == UnitTask.TaskType.Walk)
                {
                    if (_currentTask != null)
                    {
                        if (_currentTask._taskType != UnitTask.TaskType.RechargeVehicle)
                        {
                            if (_currentTask._taskType == UnitTask.TaskType.Mine)
                            {
                                TaskList.AddTaskToGlobalTaskList(_currentTask);
                            }
                            _currentTask = theTask;
                        }
                    }
                    else
                    {
                        _currentTask = theTask;
                    }
                }
            }
            break;

        case VehicleType.smallTransport:
            if (theTask._taskType == UnitTask.TaskType.Pickup || theTask._taskType == UnitTask.TaskType.RechargeVehicle || theTask._taskType == UnitTask.TaskType.Walk)
            {
                if (_currentTask != null)
                {
                    if (_currentTask._taskType != UnitTask.TaskType.RechargeVehicle)
                    {
                        if (_currentTask._taskType == UnitTask.TaskType.Pickup)
                        {
                            TaskList.AddTaskToGlobalTaskList(_currentTask);
                        }
                        _currentTask = theTask;
                    }
                }
                else
                {
                    _currentTask = theTask;
                }
            }
            break;
        }
    }
Beispiel #6
0
    /// <summary>
    /// When selecting to enter a vehicle, create and set get in vehicle task
    /// </summary>
    public void EnterVehicle()
    {
        UnitTask tempTask = TaskLibrary.Get().CreateTask(UnitTask.TaskType.GetInVehicle, _vehicle.transform.position, _vehicle.gameObject);

        if (_worker != null)
        {
            _worker.SetTask(tempTask);
        }
        else
        {
            TaskList.AddTaskToGlobalTaskList(tempTask);
        }
    }
Beispiel #7
0
    /// <summary>
    /// When selecting to attack, create attack task and add to task list
    /// </summary>
    public void AttackEnemy()
    {
        TaskList.AddTaskToGlobalTaskList(TaskLibrary.Get().CreateTask(UnitTask.TaskType.Attack, _monster.transform.position, _monster.gameObject));

        //    UnitTask tempTask = new UnitTask
        //    {
        //        _location = _monster.transform.position,
        //        _taskType = UnitTask.TaskType.Attack,
        //        _requiredTool = Unit.UnitTool.Weapon,
        //        _taskDescription = "Attacking"
        //    };
        //    AddTaskToGlobalTaskList(tempTask);
    }
Beispiel #8
0
    /// <summary>
    /// When selecting to dig rubble, create digging task and add to task list
    /// </summary>
    public void DigRubble()
    {
        TaskList.AddTaskToGlobalTaskList(TaskLibrary.Get().CreateTask(UnitTask.TaskType.ClearRubble, _rubble.transform.position, _rubble.gameObject));

        //UnitTask tempTask = new UnitTask
        //{
        //    _location = _rubble.transform.position,
        //    _taskType = UnitTask.TaskType.ClearRubble,
        //    _targetRubble = _rubble,
        //    _requiredTool = Unit.UnitTool.Shovel,
        //    _taskDescription = "Clearing rubble"
        //};
        //AddTaskToGlobalTaskList(tempTask);
    }
Beispiel #9
0
    /// <summary>
    /// When selecting to reinforce a wall, create a reinforce task and add to task list
    /// </summary>
    public void ReinforceRock()
    {
        TaskList.AddTaskToGlobalTaskList(TaskLibrary.Get().CreateTask(UnitTask.TaskType.Reinforce, _rock.transform.position, _rock.gameObject));

        //UnitTask tempTask = new UnitTask
        //{
        //    _location = _rock.transform.position,
        //    _taskType = UnitTask.TaskType.Reinforce,
        //    _targetRock = _rock,
        //    _requiredTool = Unit.UnitTool.Hammer,
        //    _taskDescription = "Reinforcing a wall"
        //};
        //TaskList.AddTaskToGlobalTaskList(tempTask);
    }
Beispiel #10
0
    bool TryAddOrder(Tile tile, UnitTask.TaskType type)
    {
        if (type == UnitTask.TaskType.none)
        {
            tile.CancelTilesTasks();
            return(true);
        }
        UnitTask task = TaskLibrary.Get().CreateTask(type, tile.transform.position, tile.gameObject);

        if (task == null || !task.IsValid())
        {
            return(false);
        }
        TaskList.AddTaskToGlobalTaskList(task);
        return(true);
    }
Beispiel #11
0
    // Start is called before the first frame update
    void Start()
    {
        UnitTask tempTask = new UnitTask
        {
            _location        = transform.position,
            _taskType        = UnitTask.TaskType.Build,
            _targetBuilding  = building,
            _requiredTool    = Unit.UnitTool.Hammer,
            _taskDescription = "Build a building"
        };

        TaskList.AddTaskToGlobalTaskList(tempTask);
        foreach (VisualEffect smokeVFX in smokeVFXList)
        {
            if (smokeVFX)
            {
                smokeVFX.Stop();
            }
        }
    }
Beispiel #12
0
 /// <summary>
 /// When selecting to power, power garage
 /// </summary>
 public void PowerBuilding()
 {
     TaskList.AddTaskToGlobalTaskList(TaskLibrary.Get().CreateTask(UnitTask.TaskType.RefillEnergy, _garage.transform.position, _garage.gameObject));
 }
Beispiel #13
0
 /// <summary>
 /// When selecting to dig rubble, create digging task and add to task list
 /// </summary>
 public void BurnCluster()
 {
     TaskList.AddTaskToGlobalTaskList(TaskLibrary.Get().CreateTask(UnitTask.TaskType.flameTarget, _mushroomCluster.transform.position, _mushroomCluster.gameObject));
 }