Firstborn/Assets/AwesomeTechnologies/VegetationStudioProDemo/Scripts/HarvesterDemo.cs

85 lines
3.2 KiB
C#
Raw Normal View History

#if VEGETATION_STUDIO_PRO && VSP_PACKAGES
using System.Collections;
using System.Collections.Generic;
using AwesomeTechnologies.Vegetation;
using AwesomeTechnologies.Vegetation.Masks;
using UnityEngine;
namespace AwesomeTechnologies.Demo
{
public class HarvesterDemo : MonoBehaviour
{
public Texture2D AxeCursor;
public bool ChangeCursor = false;
public GameObject SpawnEffect;
void Update()
{
if (ChangeCursor) SetHarvestCursor();
if (Input.GetMouseButtonDown(0))
{
RaycastForHarvestObject();
}
}
void SetHarvestCursor()
{
if (!Camera.main) return;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit raycastHit;
if (Physics.Raycast(ray, out raycastHit))
{
GameObject hitObject = raycastHit.collider.gameObject;
VegetationItemInstanceInfo vegetationItemInstanceInfo =
hitObject.GetComponent<VegetationItemInstanceInfo>();
if (vegetationItemInstanceInfo)
{
Cursor.SetCursor(AxeCursor, new UnityEngine.Vector2(0, 0), CursorMode.Auto);
}
else
{
Cursor.SetCursor(null, new UnityEngine.Vector2(0, 0), CursorMode.Auto);
}
}
}
void RaycastForHarvestObject()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit raycastHit;
if (Physics.Raycast(ray, out raycastHit))
{
GameObject hitObject = raycastHit.collider.gameObject;
VegetationItemInstanceInfo vegetationItemInstanceInfo = hitObject.GetComponent<VegetationItemInstanceInfo>();
if (!vegetationItemInstanceInfo) return;
//We have detected a collider spawned from the collider system. Here we can add more logic to confirm that this is a object we can harvest. In this example we accept all types as harvestable
//Now we create a new GameObject with the VegetationItemMask component. This will mask out the selected VegetationItem. If you want this item to respawn include a script with logic that will remove it when time has passed.
GameObject vegetationItemMaskObject = new GameObject {name = "VegetationItemMask - " + hitObject.name};
vegetationItemMaskObject.transform.position = vegetationItemInstanceInfo.Position;
vegetationItemMaskObject.AddComponent<VegetationItemMask>().SetVegetationItemInstanceInfo(vegetationItemInstanceInfo);
//Spawning an particle system for effect
SpawnHarvestEffect(vegetationItemInstanceInfo.Position);
}
}
void SpawnHarvestEffect(Vector3 position)
{
if (!SpawnEffect) return;
GameObject effect = Instantiate(SpawnEffect, position, Quaternion.identity);
StartCoroutine(DestroyEffect(effect, 1.5f));
}
IEnumerator DestroyEffect(GameObject go, float time)
{
yield return new WaitForSeconds(time);
Destroy(go);
}
}
}
#endif