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