////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    /// <summary>
    //  Called each frame.
    /// </summary>
    protected override void Update()
    {
        base.Update();

        // Force the building to skip the deployable state and go straight to being active in the world
        if (_ObjectState == WorldObjectStates.Deployable)
        {
            _ObjectState = WorldObjectStates.Active;
            OnActiveState();
        }

        // Update building queue
        if (_BuildingQueue != null)
        {
            if (_BuildingQueue.Count > 0)
            {
                // Check if current building is complete
                _BuildingQueue[0]._ObjectState = WorldObjectStates.Building;
                if (_BuildingQueue[0].GetCurrentBuildTimeRemaining() <= 0f)
                {
                    // Remove from queue
                    _BuildingQueue.RemoveAt(0);

                    // Start building next item
                    if (_BuildingQueue.Count > 0)
                    {
                        _BuildingQueue[0].StartBuildingObject();
                    }

                    // Update building queue UI
                    _BuildingQueueUI.UpdateQueueItemList();
                }
            }
        }
    }
Exemple #2
0
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    /// <summary>
    //  Called each frame.
    /// </summary>
    protected override void Update()
    {
        base.Update();

        // Force the building to skip the deployable state and go straight to being active in the world
        if (_ObjectState == WorldObjectStates.Deployable)
        {
            _ObjectState = WorldObjectStates.Active;
            OnActiveState();
        }

        // Update building queue
        if (_BuildingQueue != null)
        {
            if (_BuildingQueue.Count > 0)
            {
                // Check if current building is complete
                _BuildingQueue[0]._ObjectState = WorldObjectStates.Building;
                if (_BuildingQueue[0].GetCurrentBuildTimeRemaining() <= 0f)
                {
                    // Play "on selectable built" particle effect if neccessary
                    if (EffectPlayedOnBuiltSelectable != null)
                    {
                        // Assign internal effect & play
                        _SelectableBuiltEffect = ObjectPooling.Spawn(EffectPlayedOnBuiltSelectable.gameObject, BuiltSelectableEffectPosition.position, transform.rotation).GetComponent <ParticleSystem>();
                        _SelectableBuiltEffect.Play();

                        // Despawn particle effect when it has finished its cycle *************************************************************************************************************
                        float duration = _SelectableBuiltEffect.duration + _SelectableBuiltEffect.startLifetime;
                        StartCoroutine(ParticleDespawn(_SelectableBuiltEffect, duration));
                    }

                    // Remove from queue
                    _BuildingQueue.RemoveAt(0);

                    // Start building next item
                    if (_BuildingQueue.Count > 0)
                    {
                        _BuildingQueue[0].StartBuildingObject(AttachedBuildingSlot);
                        _IsBuildingSomething = true;
                    }
                    else
                    {
                        _IsBuildingSomething = false;
                    }

                    // Update building queue UI
                    _BuildingQueueUI.UpdateQueueItemList();
                }

                // Currently building something
                else
                {
                    _IsBuildingSomething = true;
                    _BuildingStarted     = false;

                    // Play "on building selectable" particle effect if neccessary
                    if (EffectPlayedWhenBuildingSelectable != null && _SelectableBuildingEffect == null)
                    {
                        // Assign internal effect & play
                        _SelectableBuildingEffect = ObjectPooling.Spawn(EffectPlayedWhenBuildingSelectable.gameObject, BuiltSelectableEffectPosition.position, transform.rotation).GetComponent <ParticleSystem>();
                        _SelectableBuildingEffect.Play();

                        // Despawn particle effect when it has finished its cycle *************************************************************************************************************
                        float duration = _BuildingQueue[0].BuildingTime;
                        StartCoroutine(ParticleDespawn(_SelectableBuildingEffect, duration));
                    }

                    if (_SelectableBuildingEffect != null)
                    {
                        // Building particle is complete so null the reference (so next time its used - it repools a new instance)
                        if (!_SelectableBuildingEffect.isPlaying)
                        {
                            _SelectableBuildingEffect = null;
                        }
                    }

                    // Update radial wheel building queue item counters
                    if (_BuildingQueueUI != null)
                    {
                        // Get selection wheel reference
                        SelectionWheel selectionWheel = null;
                        if (GameManager.Instance._IsRadialMenu)
                        {
                            selectionWheel = GameManager.Instance.SelectionWheel.GetComponentInChildren <SelectionWheel>();
                        }
                        else
                        {
                            selectionWheel = GameManager.Instance.selectionWindow.GetComponentInChildren <SelectionWheel>();
                        }

                        // Only update the selection wheel item counters if the UI widget is currently being displayed
                        if (selectionWheel.gameObject.activeInHierarchy)
                        {
                            _BuildingQueueUI.UpdateSelectionWheelItemCounters();
                            selectionWheel.UpdateLogoSliders(_BuildingQueue[0]);
                        }
                    }
                }
            }
            else
            {
                _BuildingStarted = false;
            }
        }
    }