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FarmResource.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FarmResource : MonoBehaviour
{
[SerializeField] private ResourceItem _item;
[SerializeField] private int _ticks;
private int _ticksLeft;
[SerializeField] private int _respawnTime;
public ResourceItem Item {
get { return _item; }
private set { _item = value; }
}
[SerializeField] private int _tier;
[SerializeField] private MonoBehaviour _shakeAnimation;
[SerializeField] private GameObject _destroyPrefab;
[SerializeField] private AudioSource _farmAudio;
[SerializeField] private AudioSource _destroyAudio;
private void Awake()
{
_ticksLeft = _ticks;
}
public int Farm(int toolTier)
{
_farmAudio.Play();
_shakeAnimation.enabled = true;
_ticksLeft -= toolTier;
if (_ticksLeft <= 0) DestroyResource();
return GetRandomAmount(toolTier);
}
private int GetRandomAmount(int toolTier)
{
int maxAmount = toolTier / _tier;
int minAmount = maxAmount - 2;
if (minAmount < 0) minAmount = 0;
return Random.Range(minAmount, maxAmount);
}
private void DestroyResource()
{
GetComponent<SpriteRenderer>().enabled = false;
GetComponent<Collider2D>().enabled = false;
_destroyPrefab.SetActive(true);
_destroyAudio.Play();
Invoke("Respawn", _respawnTime);
}
private void Respawn()
{
GetComponent<SpriteRenderer>().enabled = true;
GetComponent<Collider2D>().enabled = true;
_ticksLeft = _ticks;
}
}