Foerming/Assets/Scripts/TileBehaviour.cs
dhain 38efeb6af6 Merge branch 'develop' into dhain
# Conflicts:
#	Assets/Scenes/MainScene.unity
#	Assets/Scripts/TileBehaviour.cs
2022-06-09 16:52:46 +02:00

61 lines
1.7 KiB
C#

using System;
using DefaultNamespace;
using Tiles;
using UnityEngine;
public class TileBehaviour : MonoBehaviour {
private BaseTile _tile;
public BaseTile Tile {
get => _tile;
set {
_tile = value;
GetComponent<SpriteRenderer>().sprite = _tile.Sprite;
}
}
private SpriteRenderer _hoverIndicatorSpriteRenderer;
private static Color _hoverIndicatorColor;
// Start is called before the first frame update
void Start() {
_hoverIndicatorSpriteRenderer = gameObject.transform.GetChild(2).GetComponent<SpriteRenderer>();
SetHoverIndicatorVisibility(false);
Tile = new GrassTile();
gameObject.transform.GetChild(0).GetComponent<SpriteRenderer>().color = Color.clear;
_hoverIndicatorColor = new Color(1, 1, 1, 0.3f);
HouseController.NewDayEvent.AddListener(DayLightStep);
}
private void DayLightStep() {
ActionInvoker.InvokeDayLightStep(gameObject);
}
// Update is called once per frame
void Update() {
}
void OnMouseDown() {
UsableItem usableItem = PlayerController.instance.GetSelectedItem();
if(usableItem != null) {
ActionInvoker.InvokeAction(gameObject, usableItem);
}
}
private void OnMouseEnter() {
SetHoverIndicatorVisibility(true);
}
private void OnMouseExit() {
SetHoverIndicatorVisibility(false);
}
private void SetHoverIndicatorVisibility(bool visible) {
if(visible) {
_hoverIndicatorSpriteRenderer.color = _hoverIndicatorColor;
} else {
_hoverIndicatorSpriteRenderer.color = Color.clear;
}
}
}