140 lines
4.2 KiB
C#
140 lines
4.2 KiB
C#
using UnityEditor;
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using UnityEngine;
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public class Plant : MonoBehaviour
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{
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public float healthMax;
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public float healthCurrent;
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public float nutrientNeed;
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public float growthRate;
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public float nutrientsConsumed;
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public float nutrientsRequiredStep;
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public float size;
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public float reproductionChance;
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public float reproductionDist;
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public bool isReproducing;
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public float childXPos;
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public float childYPos;
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public bool isAlive;
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public GameObject visualPrefab;
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public GameObject visual;
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public float availNutrients;
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public void SetVisual(GameObject visualPrefab)
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{
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this.visualPrefab = visualPrefab;
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}
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public void SetValues(float healthMax, float nutrientNeed, float growthRate)
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{
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this.healthMax = healthMax;
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this.nutrientNeed = nutrientNeed;
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this.growthRate = growthRate;
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reproductionChance = 1;
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reproductionDist = Random.Range(1f, 500f);
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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private void Start()
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{
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visual = Instantiate(visualPrefab, transform);
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healthCurrent = healthMax;
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nutrientsConsumed = 0;
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isAlive = true;
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isReproducing = false;
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size = 1f;
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void Step(float dTime)
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{
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Terrain terrain = Core.instance.ground;
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NutrientController nutrientCont = Core.instance.nutrientCont;
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float xBound = terrain.terrainData.size.x;
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float yBound = terrain.terrainData.size.z;
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float x = transform.position.x / xBound;
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float y = transform.position.z / yBound;
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//availNutrients = nutrientCont.GetAvailNutrients(x, y, size);
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nutrientsRequiredStep = Mathf.Pow(size, 2f) * nutrientNeed * dTime;
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float nutrientDeficit = nutrientCont.PlantNutrientUse(x, y, size, nutrientsRequiredStep);
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if (nutrientDeficit > 0)
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{
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healthCurrent -= nutrientDeficit;
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nutrientsConsumed += (nutrientsRequiredStep - nutrientDeficit);
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}
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else
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{
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float adjustedGrowth = (growthRate * 1.5f) / size;
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size += adjustedGrowth * dTime;
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if(visual != null)
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{
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visual.transform.localScale = new Vector3(size, size, size);
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}
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nutrientsConsumed += nutrientsRequiredStep;
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}
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if (healthCurrent <= 0)
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{
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nutrientCont.AddNutrients(x, y, (nutrientsConsumed * 0.9f), size);
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isAlive = false;
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}
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float reproRoll = Random.Range(0.0f, 1f);
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if(reproRoll > 1 - (reproductionChance * dTime))
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{
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float direction;
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float xOffset;
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float yOffset;
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int counter = 0;
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do
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{
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direction = Random.Range(0f, 360f);
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xOffset = (reproductionDist + Random.Range(-0.1f * reproductionDist, 0.1f * reproductionDist)) * Mathf.Cos(direction * Mathf.Deg2Rad);
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yOffset = (reproductionDist + Random.Range(-0.1f * reproductionDist, 0.1f * reproductionDist)) * Mathf.Sin(direction * Mathf.Deg2Rad);
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childXPos = transform.position.x + xOffset;
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childYPos = transform.position.y + yOffset;
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counter++;
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if(counter >= 50)
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{
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return;
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}
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} while (childXPos > xBound || childXPos < 0 || childYPos > yBound || childYPos < 0);
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isReproducing = true;
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}
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}
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public void childMade()
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{
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childXPos = 0;
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childYPos = 0;
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isReproducing = false;
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}
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private void OnDrawGizmos()
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{
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Vector3 camPos = SceneView.currentDrawingSceneView.camera.transform.position;
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if(Vector3.Distance(camPos, this.transform.position) > 15 * visual.transform.localScale.x)
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{
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return;
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}
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GUIStyle big = new GUIStyle();
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big.fontSize = 50;
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big.normal.textColor = Color.purple;
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Handles.Label(transform.position, $"Health: {healthCurrent}\nSize: {size}\nnRequired: {nutrientsRequiredStep}", big);
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}
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}
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