Исправлены файлы BuildingUI и ResourceCollector после конфликта
This commit is contained in:
+306
-5
@@ -482,6 +482,306 @@ CanvasRenderer:
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--- !u!114 &289613112
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m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!114 &290395355
|
--- !u!114 &290395355
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
@@ -1658,7 +1959,7 @@ MonoBehaviour:
|
|||||||
m_OnCullStateChanged:
|
m_OnCullStateChanged:
|
||||||
m_PersistentCalls:
|
m_PersistentCalls:
|
||||||
m_Calls: []
|
m_Calls: []
|
||||||
m_text:
|
m_text: 0/100
|
||||||
m_isRightToLeft: 0
|
m_isRightToLeft: 0
|
||||||
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
||||||
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
||||||
|
|||||||
@@ -1,49 +1,35 @@
|
|||||||
using System;
|
|
||||||
<<<<<<< HEAD
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
=======
|
|
||||||
using Unity.VisualScripting;
|
|
||||||
using UnityEditor.Build.Player;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem.LowLevel;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
>>>>>>> origin/main
|
|
||||||
|
|
||||||
public class BuildingUI : MonoBehaviour
|
public class BuildingUI : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("Настройки")]
|
[Header("Настройки")]
|
||||||
|
public ResourceCollector building;
|
||||||
public ResourceCollector building;
|
public TMP_Text stokText;
|
||||||
<<<<<<< HEAD
|
public Slider progressBar;
|
||||||
public TMP_Text stokText;
|
|
||||||
=======
|
|
||||||
public Text stokText;
|
|
||||||
>>>>>>> origin/main
|
|
||||||
public Slider progressBar;
|
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
if (building == null)
|
if (building == null)
|
||||||
{
|
{
|
||||||
Debug.LogError("Ошибка BuildingUI: не назначено здание (Buildint)!");
|
Debug.LogError("Ошибка BuildingUI: не назначено здание (Building)!");
|
||||||
enabled = false;
|
enabled = false;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
UpdateUI();
|
UpdateUI();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
UpdateUI();
|
UpdateUI();
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateUI()
|
void UpdateUI()
|
||||||
{
|
{
|
||||||
if (stokText != null)
|
if (stokText != null)
|
||||||
{
|
{
|
||||||
stokText.text = $"{building.GetCurrentStock():F1} / {building.GetMaxCapacity()}";
|
stokText.text = $"{building.GetCurrentStock():F1} / {building.GetMaxCapacity()}";
|
||||||
|
|
||||||
}
|
}
|
||||||
if (progressBar != null)
|
if (progressBar != null)
|
||||||
{
|
{
|
||||||
@@ -51,5 +37,4 @@ public class BuildingUI : MonoBehaviour
|
|||||||
progressBar.value = Mathf.Clamp01(fill);
|
progressBar.value = Mathf.Clamp01(fill);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
|
||||||
@@ -1,22 +1,17 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
|
||||||
<<<<<<< HEAD
|
|
||||||
using System;
|
|
||||||
=======
|
|
||||||
>>>>>>> origin/main
|
|
||||||
|
|
||||||
public class ResourceCollector : MonoBehaviour
|
public class ResourceCollector : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("Что производит это здание")]
|
[Header("Что производит это здание")]
|
||||||
public ResourceType resourceType;
|
public ResourceType resourceType;
|
||||||
|
|
||||||
[Tooltip("База награды за клик (используется для расчета множителя уровня)")]
|
[Tooltip("База награды за клик (используется для расчета множителя уровня)")]
|
||||||
public float amountPerClick = 10f;
|
public float amountPerClick = 10f;
|
||||||
|
|
||||||
[Header("Параметры хранилища")]
|
[Header("Параметры хранилища")]
|
||||||
[Tooltip("Максимальная вместимость")]
|
[Tooltip("Максимальная вместимость")]
|
||||||
public float maxCapacity = 100f;
|
public float maxCapacity = 100f;
|
||||||
|
|
||||||
[Tooltip("Текущий запас (меняется автоматически)")]
|
[Tooltip("Текущий запас (меняется автоматически)")]
|
||||||
public float currentStock = 0f;
|
public float currentStock = 0f;
|
||||||
|
|
||||||
@@ -36,10 +31,9 @@ public class ResourceCollector : MonoBehaviour
|
|||||||
enabled = false;
|
enabled = false;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
currentStock = 0f;
|
currentStock = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// НОВЫЙ МЕТОД: Чтобы UI мог спрашивать: "Сколько там сейчас?"
|
|
||||||
public float GetCurrentStock()
|
public float GetCurrentStock()
|
||||||
{
|
{
|
||||||
return currentStock;
|
return currentStock;
|
||||||
@@ -52,105 +46,46 @@ public class ResourceCollector : MonoBehaviour
|
|||||||
|
|
||||||
void OnMouseDown()
|
void OnMouseDown()
|
||||||
{
|
{
|
||||||
<<<<<<< HEAD
|
if (isRecharging)
|
||||||
// Если уже идёт восстановление — ничего не делаем
|
|
||||||
if (isRecharging)
|
|
||||||
{
|
|
||||||
Debug.Log($"[КЛИК] {gameObject.name}: уже идёт восстановление, ждём.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Если запас есть — забираем ресурсы
|
|
||||||
if (currentStock > 0)
|
|
||||||
{
|
|
||||||
float finalAmount = amountPerClick * Mathf.Pow(perLevelMultiplier, level - 1);
|
|
||||||
float reward = currentStock; // берём всё, что накопилось
|
|
||||||
|
|
||||||
_manager.AddResource(resourceType, reward);
|
|
||||||
|
|
||||||
currentStock = 0f;
|
|
||||||
Debug.Log($"[СБОР] Получено {reward:F1} {resourceType}. Запас сброшен в 0.");
|
|
||||||
|
|
||||||
// Сразу запускаем восстановление после сбора
|
|
||||||
=======
|
|
||||||
if (currentStock <= 0)
|
|
||||||
{
|
{
|
||||||
Debug.Log($"[КЛИК] {gameObject.name} пуст. Идет восстановление...");
|
Debug.Log($"[КЛИК] {gameObject.name}: уже идёт восстановление, ждём.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
float finalAmount = amountPerClick * Mathf.Pow(perLevelMultiplier, level - 1);
|
if (currentStock > 0)
|
||||||
|
|
||||||
// Отдаем всё, что накопилось
|
|
||||||
float reward = currentStock;
|
|
||||||
|
|
||||||
_manager.AddResource(resourceType, reward);
|
|
||||||
|
|
||||||
// СБРОС В НОЛЬ
|
|
||||||
currentStock = 0f;
|
|
||||||
|
|
||||||
Debug.Log($"[СБОР] Получено {reward:F1} {resourceType}. Запас сброшен в 0.");
|
|
||||||
|
|
||||||
>>>>>>> origin/main
|
|
||||||
if (!isRecharging)
|
|
||||||
{
|
{
|
||||||
|
float reward = currentStock; // берём всё, что накопилось
|
||||||
|
_manager.AddResource(resourceType, reward);
|
||||||
|
|
||||||
|
currentStock = 0f;
|
||||||
|
Debug.Log($"[СБОР] Получено {reward:F1} {resourceType}. Запас сброшен в 0.");
|
||||||
|
|
||||||
|
StartCoroutine(RechargeRoutine());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log($"[КЛИК] {gameObject.name} пуст, запускаем восстановление.");
|
||||||
StartCoroutine(RechargeRoutine());
|
StartCoroutine(RechargeRoutine());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
<<<<<<< HEAD
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Если запаса нет и восстановление ещё не запущено — запускаем его
|
|
||||||
Debug.Log($"[КЛИК] {gameObject.name} пуст, запускаем восстановление.");
|
|
||||||
if (!isRecharging)
|
|
||||||
{
|
|
||||||
StartCoroutine(RechargeRoutine());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
System.Collections.IEnumerator RechargeRoutine()
|
|
||||||
{
|
|
||||||
if (isRecharging) yield break;
|
|
||||||
isRecharging = true;
|
|
||||||
|
|
||||||
float rechargeRate = 5f; // единиц в секунду
|
|
||||||
float timeToFill = (maxCapacity - currentStock) / rechargeRate;
|
|
||||||
|
|
||||||
float elapsed = 0f;
|
|
||||||
while (elapsed < timeToFill)
|
|
||||||
{
|
|
||||||
elapsed += Time.deltaTime;
|
|
||||||
float progress = Mathf.Clamp01(elapsed / timeToFill);
|
|
||||||
currentStock = Mathf.Lerp(currentStock, maxCapacity, progress);
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
currentStock = maxCapacity;
|
|
||||||
isRecharging = false;
|
|
||||||
Debug.Log($"[ГОТОВО] {gameObject.name} полностью заполнен!");
|
|
||||||
}
|
|
||||||
=======
|
|
||||||
|
|
||||||
System.Collections.IEnumerator RechargeRoutine()
|
System.Collections.IEnumerator RechargeRoutine()
|
||||||
{
|
{
|
||||||
if (isRecharging) yield break;
|
if (isRecharging) yield break;
|
||||||
isRecharging = true;
|
isRecharging = true;
|
||||||
|
|
||||||
float rechargeRate = 5f; // Единиц в секунду
|
float rechargeRate = 5f; // единиц в секунду
|
||||||
|
|
||||||
while (currentStock < maxCapacity)
|
while (currentStock < maxCapacity)
|
||||||
{
|
{
|
||||||
currentStock += rechargeRate * Time.deltaTime;
|
currentStock += rechargeRate * Time.deltaTime;
|
||||||
if (currentStock > maxCapacity) currentStock = maxCapacity;
|
if (currentStock > maxCapacity) currentStock = maxCapacity;
|
||||||
|
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
isRecharging = false;
|
isRecharging = false;
|
||||||
Debug.Log($"[ГОТОВО] {gameObject.name} полностью заполнен!");
|
Debug.Log($"[ГОТОВО] {gameObject.name} полностью заполнен!");
|
||||||
}
|
}
|
||||||
>>>>>>> origin/main
|
|
||||||
|
|
||||||
public void Upgrade()
|
public void Upgrade()
|
||||||
{
|
{
|
||||||
|
|||||||
+85
-81
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user