Added Comments
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9151d987a7
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10 changed files with 67 additions and 2 deletions
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@ -3,6 +3,10 @@ using Assets.Scripts.Actions;
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using UnityEngine;
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namespace Actions {
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/// <summary>
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/// AcrionManagaer managing Actions.
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/// ActionHandler implement either NextDayActionHandler or ClickActionHandler and have to be added to the matching list in the instatiationmethod
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/// </summary>
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public class ActionManager {
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#region Singleton
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private static ActionManager _instance;
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@ -27,10 +31,17 @@ namespace Actions {
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instantiateNextDayActionHandlers();
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}
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/// <summary>
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/// NextDayActionHandlers to be instatiated and added to the corresponding List
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/// </summary>
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private void instantiateNextDayActionHandlers() {
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_nextDayActionHandlers.Add(new FarmlandTileNextDayActionHandler());
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}
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/// <summary>
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/// ClickActionHandlers to be instatiated and added to the corresponding List
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/// </summary>
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private void instantiateClickActionHandlers() {
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_clickActionHandlers.Add(new GrassTileClickHoeActionHandler());
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_clickActionHandlers.Add(new GrassTileClickShovelActionHandler());
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@ -45,6 +56,12 @@ namespace Actions {
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_clickActionHandlers.Add(new WaterTileClickFishingRodActionHandler());
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}
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/// <summary>
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/// Used to Invoke ClickActions, all ClickActionHandlers in ClickActionHandlers list are iterated through,
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/// only one will be invoked per method call
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/// </summary>
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/// <param name="gameObject">The affected gameObject</param>
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/// <param name="usableItem">the current tool</param>
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public void ClickAction(GameObject gameObject, UsableItem usableItem) {
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foreach (ClickActionHandler actionHandler in _clickActionHandlers) {
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if(actionHandler.Matches(gameObject, usableItem)) {
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@ -54,6 +71,12 @@ namespace Actions {
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}
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}
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/// <summary>
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/// Used to Invoke ClickActions, all ClickActionHandlers in ClickActionHandlers list are iterated through,
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/// only one will be invoked per method call
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/// </summary>
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/// <param name="gameObject">The affected gameObject</param>
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/// <param name="usableItem">the current tool</param>
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public void NextDayAction(GameObject gameObject) {
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Debug.Log("nextday action");
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foreach (NextDayActionHandler actionHandler in _nextDayActionHandlers) {
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@ -3,6 +3,9 @@ using System.Transactions;
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using UnityEngine;
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namespace Actions {
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/// <summary>
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/// Implementing classes handle ClickActions
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/// </summary>
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public interface ClickActionHandler {
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public void InvokeAction(GameObject gameObject);
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public bool Matches(GameObject gameObject, UsableItem usableItem);
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@ -2,6 +2,7 @@
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using Tiles;
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using UnityEngine;
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/// Definitions of ClickActionHandlers here
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namespace Assets.Scripts.Actions {
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public abstract class AbstractTileClickActionHandler : ClickActionHandler {
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protected BaseTile _tile;
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@ -183,7 +184,7 @@ namespace Assets.Scripts.Actions {
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public override void InvokeAction(GameObject gameObject) {
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if(crop.FullyGrown) {
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Inventory.instance.AddElement(ItemContainer.Instance.GetItemByName("Wheat Seeds"),
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(int)(Random.Range(1, 300)));
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(int)(Random.Range(1, 3)));
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Inventory.instance.AddElement(ItemContainer.Instance.GetItemByName("Wheat"), 1);
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crop.ResetPlant();
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updateFarmlandSprites(gameObject);
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@ -1,6 +1,9 @@
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using UnityEngine;
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namespace Actions {
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/// <summary>
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/// Implementing classes handle nextDayAction
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/// </summary>
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public interface NextDayActionHandler {
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public void InvokeAction(GameObject gameObject);
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public bool Matches(GameObject gameObject);
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@ -2,6 +2,7 @@
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using Tiles;
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using UnityEngine;
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/// Definitions of NextDayActionHandlers here
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namespace Actions {
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public abstract class AbstractTileNextDayActionHandler : NextDayActionHandler {
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protected BaseTile _tile;
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