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PowerSource.cs
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PowerSource.cs
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using UnityEngine;
using UnityEngine.SceneManagement;
public class PowerSource : Machine
{
public string ID = "unassigned";
public Material lineMat;
public string creationMethod;
public GameObject inputObject;
public GameObject outputObject;
public string inputID;
public string outputID;
private LineRenderer connectionLine;
public int powerAmount;
public string type;
public string fuelType;
public int fuelAmount;
public int connectionAttempts;
public bool connectionFailed;
public bool blocked;
public bool outOfFuel;
public bool noReactor;
private int fuelConsumptionTimer;
public Texture2D generatorOffTexture;
public Texture2D generatorOnTexture;
private GameObject builtObjects;
private StateManager stateManager;
//! Called by unity engine on start up to initialize variables.
public void Start()
{
connectionLine = gameObject.AddComponent<LineRenderer>();
connectionLine.startWidth = 0.2f;
connectionLine.endWidth = 0.2f;
connectionLine.material = lineMat;
connectionLine.loop = true;
connectionLine.enabled = false;
builtObjects = GameObject.Find("BuiltObjects");
stateManager = FindObjectOfType<StateManager>();
}
//! Called by MachineManager update coroutine.
public override void UpdateMachine()
{
if (ID == "unassigned" || stateManager.initMachines == false)
return;
GetComponent<PhysicsHandler>().UpdatePhysics();
if (outputObject == null)
{
connectionAttempts += 1;
if (connectionAttempts >= 120)
{
connectionAttempts = 0;
connectionFailed = true;
}
if (connectionFailed == false)
{
GameObject[] allObjects = GameObject.FindGameObjectsWithTag("Machine");
foreach (GameObject obj in allObjects)
{
if (outputObject != null)
{
break;
}
if (obj != null)
{
AttemptConnection(obj);
}
}
}
}
if (outputObject != null && connectionFailed == false)
{
connectionAttempts = 0;
DistributePower();
}
else
{
connectionLine.enabled = false;
if (connectionFailed == true)
{
if (creationMethod.Equals("spawned"))
{
creationMethod = "built";
}
}
}
}
//! Used to notify power receivers when the power source is destroyed.
public void OnDestroy()
{
if (outputObject != null && outputObject.GetComponent<PowerReceiver>() != null)
{
if (outputObject.GetComponent<PowerReceiver>().power >= powerAmount)
{
outputObject.GetComponent<PowerReceiver>().power -= powerAmount;
}
if (outputObject.GetComponent<PowerReceiver>().power < 1)
{
outputObject.GetComponent<PowerReceiver>().powerON = false;
}
}
}
//! Connects the power source to a power receiver.
private void AttemptConnection(GameObject obj)
{
float distance = Vector3.Distance(transform.position, obj.transform.position);
if (distance <= 40)
{
if (obj.GetComponent<PowerReceiver>() != null && outputObject == null)
{
if (obj.GetComponent<PowerReceiver>().powerObject != null)
{
if (obj.GetComponent<PowerReceiver>().powerObject.GetComponent<PowerConduit>() == null)
{
if (creationMethod.Equals("spawned") && obj.GetComponent<PowerReceiver>().ID.Equals(outputID))
{
outputObject = obj;
outputObject.GetComponent<PowerReceiver>().powerObject = gameObject;
outputObject.GetComponent<PowerReceiver>().power += powerAmount;
connectionLine.SetPosition(0, transform.position);
connectionLine.SetPosition(1, obj.transform.position);
connectionLine.enabled = true;
creationMethod = "built";
}
else if (creationMethod.Equals("built"))
{
outputObject = obj;
outputObject.GetComponent<PowerReceiver>().powerObject = gameObject;
outputObject.GetComponent<PowerReceiver>().power += powerAmount;
connectionLine.SetPosition(0, transform.position);
connectionLine.SetPosition(1, obj.transform.position);
connectionLine.enabled = true;
}
}
}
else
{
if (creationMethod.Equals("spawned") && obj.GetComponent<PowerReceiver>().ID.Equals(outputID))
{
outputObject = obj;
outputObject.GetComponent<PowerReceiver>().powerObject = gameObject;
outputObject.GetComponent<PowerReceiver>().power += powerAmount;
connectionLine.SetPosition(0, transform.position);
connectionLine.SetPosition(1, obj.transform.position);
connectionLine.enabled = true;
creationMethod = "built";
}
else if (creationMethod.Equals("built"))
{
outputObject = obj;
outputObject.GetComponent<PowerReceiver>().powerObject = gameObject;
outputObject.GetComponent<PowerReceiver>().power += powerAmount;
connectionLine.SetPosition(0, transform.position);
connectionLine.SetPosition(1, obj.transform.position);
connectionLine.enabled = true;
}
}
}
}
}
//! Determines the type of power source and calls the appropriate power distribution method.
private void DistributePower()
{
if (outputObject.GetComponent<PowerReceiver>() != null)
{
outputObject.GetComponent<PowerReceiver>().powerObject = gameObject;
outputID = outputObject.GetComponent<PowerReceiver>().ID;
if (type.Equals("Solar Panel"))
{
DistributeAsSolarPanel();
}
else if (type.Equals("Generator"))
{
DistributeAsGenerator();
}
else if (type.Equals("Reactor Turbine"))
{
DistributeAsReactorTurbine();
}
}
}
//! Distributes power to power receivers as a solar panel.
private void DistributeAsSolarPanel()
{
Vector3 sunPosition = new Vector3(3500, 7000, -5000);
if (SceneManager.GetActiveScene().buildIndex == 1)
{
sunPosition = new Vector3(-15000, 15000, -3000);
}
if (Physics.Linecast(sunPosition, transform.position, out RaycastHit hit))
{
if (hit.collider.gameObject == gameObject)
{
if (blocked == true)
{
outputObject.GetComponent<PowerReceiver>().power += powerAmount;
}
outputObject.GetComponent<PowerReceiver>().powerON = true;
blocked = false;
}
else
{
if (blocked == false)
{
outputObject.GetComponent<PowerReceiver>().power -= powerAmount;
if (outputObject.GetComponent<PowerReceiver>().power < 1)
{
outputObject.GetComponent<PowerReceiver>().powerON = false;
}
}
blocked = true;
}
}
}
//! Distributes power to power receivers as a generator.
private void DistributeAsGenerator()
{
if (fuelType.Equals("Coal") && fuelAmount >= 1)
{
if (GetComponent<AudioSource>().isPlaying == false)
{
GetComponent<AudioSource>().Play();
}
if (outOfFuel == true)
{
outputObject.GetComponent<PowerReceiver>().power += powerAmount;
}
GetComponent<Light>().enabled = true;
GetComponent<Renderer>().material.mainTexture = generatorOnTexture;
outputObject.GetComponent<PowerReceiver>().powerON = true;
outOfFuel = false;
fuelConsumptionTimer += 1;
if (fuelConsumptionTimer > 10)
{
fuelAmount -= 1;
fuelConsumptionTimer = 0;
}
}
else
{
GetComponent<AudioSource>().Stop();
if (outOfFuel == false)
{
outputObject.GetComponent<PowerReceiver>().power -= powerAmount;
if (outputObject.GetComponent<PowerReceiver>().power < 1)
{
outputObject.GetComponent<PowerReceiver>().powerON = false;
}
}
GetComponent<Renderer>().material.mainTexture = generatorOffTexture;
GetComponent<Light>().enabled = false;
outOfFuel = true;
}
}
//! Distributes power to power receivers as reactor turbine.
private void DistributeAsReactorTurbine()
{
bool reactorFound = false;
Vector3[] allDir = { transform.up, -transform.up, transform.right, -transform.right, transform.forward, -transform.forward };
foreach (Vector3 dir in allDir)
{
if (Physics.Raycast(transform.position, dir, out RaycastHit dirHit, 3))
{
if (dirHit.collider.gameObject.GetComponent<NuclearReactor>() != null)
{
reactorFound = dirHit.collider.gameObject.GetComponent<NuclearReactor>().sufficientCooling;
}
}
}
if (reactorFound == true)
{
if (noReactor == true)
{
outputObject.GetComponent<PowerReceiver>().power += powerAmount;
}
outputObject.GetComponent<PowerReceiver>().powerON = true;
noReactor = false;
if (GetComponent<AudioSource>().isPlaying == false)
{
GetComponent<AudioSource>().Play();
}
}
else
{
if (noReactor == false)
{
outputObject.GetComponent<PowerReceiver>().power -= powerAmount;
if (outputObject.GetComponent<PowerReceiver>().power < 1)
{
outputObject.GetComponent<PowerReceiver>().powerON = false;
}
}
noReactor = true;
GetComponent<AudioSource>().Stop();
}
}
}