Scriptum/Assets/Scripts/REFACTORING/Application/Chest/SceneChestBuilder.cs

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using System;
using System.Collections;
using UnityEngine;
[Serializable]
public class SceneChestBuilder : SceneObjectBuilder<ChestPrefabAsset>
{
[SerializeField] int trest = 0;
protected override string MODEL_SOURCE_PATH { get { return "Chests/"; } }
public override void Build(ChestPrefabAsset objectToBuild)
{
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
if (!globalGUI)
Debug.LogError("GUI frame not found!!");
GameObject newObject = FindModel(objectToBuild.Chest.chestModel.name);
Debug.Log($"Chest {newObject} - name: {objectToBuild.Chest.chestModel.name}");
if (!newObject)
Debug.LogError("Can't find prefarb by name " + objectToBuild.Chest.chestModel.name);
// Build chest on map
GameObject chest = Instantiate(newObject, objectToBuild.Position, Quaternion.identity, globalGUI.transform);
chest.name = objectToBuild.Chest.Name;
chest.transform.localScale = new Vector3(0.5f, 0.5f, 1f);
chest.transform.localPosition = objectToBuild.Position;
// data about chest cpontent should be handled in SceneChestManager class and pass to ChestUIPanel only after opening Panel by Player
// in other words objects dont have full info about its data xd
// confuse and irrational but this way it will be easiet to maintain Data Consistency
}
public override GameObject FindModel(string modelName)
{
var resource = Resources.Load<GameObject>(MODEL_SOURCE_PATH + modelName);
if (!resource)
throw new System.Exception($"Resource {MODEL_SOURCE_PATH + modelName} not found!!");
return resource;
}
}