forked from CommandoCorey/RiseFromTheAshes
/
TrainUnitTask.cs
97 lines (78 loc) · 2.11 KB
/
TrainUnitTask.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Train Task", menuName = "Ai Task/Train Unit", order = 0)]
public class TrainUnitTask : AiTask
{
public UnitController unitToTrain;
public UnitMode mode = UnitMode.Intermediate;
public bool UnitTrained { get; set; }
public override string TaskDescription
{
get => "Train " + unitToTrain.Name;
}
public override string ActiveTaskDescription
{
get => "Training " + unitToTrain.Name + "... ";
}
public override object Clone()
{
var clonedTask = new TrainUnitTask();
clonedTask.unitToTrain = unitToTrain;
return clonedTask;
}
/*
public override int GetSteelCost()
{
return unitToTrain.Cost;
}*/
public override bool CanPerform()
{
if (FindObjectOfType<AiPlayer>())
{
var ai = FindObjectOfType<AiPlayer>();
if(ResourceManager.Instance.aiResources[0].currentAmount >= unitToTrain.Cost)
{
if(ai.vehicleBays.Count > 0)
{
return true;
}
else
{
taskStatus = "No vehicle bays";
}
}
else
{
taskStatus = "Not enough steel";
}
}
return false;
}
public override bool PerformTask()
{
if (FindObjectOfType<AiPlayer>())
{
var ai = FindObjectOfType<AiPlayer>();
if (ai.TrainUnit(unitToTrain, this))
{
taskStatus = "Training unit";
return true;
}
}
else if(FindObjectOfType<SimpleAiPlayer>())
{
var ai = FindObjectOfType<SimpleAiPlayer>();
if (ai.TrainUnit(unitToTrain, this))
{
taskStatus = "Training unit";
return true;
}
}
return false;
}
public override bool IsComplete()
{
return UnitTrained;
}
}