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FORT-BO/Assets/CONTENT/Game/Scripts/Workstations/Processing/ItemProcessingRecipe.cs
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        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
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59 lines
2.0 KiB
C#

using UnityEngine;
[CreateAssetMenu(
fileName = "ItemProcessingRecipe",
menuName = "FORT-BO/Workstations/Item Processing Recipe")]
public sealed class ItemProcessingRecipe : ScriptableObject
{
[SerializeField] private string recipeId;
[SerializeField] private ItemDefinition inputItem;
[SerializeField] private ItemDefinition outputItem;
[SerializeField, Min(0.05f)] private float processingDuration = 3f;
public string RecipeId => recipeId;
public ItemDefinition InputItem => inputItem;
public ItemDefinition OutputItem => outputItem;
public float ProcessingDuration => processingDuration;
public bool Accepts(NetworkItem item)
{
if (item == null || item.Definition == null || inputItem == null)
return false;
return item.Definition == inputItem ||
(!string.IsNullOrEmpty(inputItem.ItemId) && item.ItemId == inputItem.ItemId);
}
public bool TryValidateOutputPrefab(out string error)
{
error = string.Empty;
if (outputItem == null || outputItem.WorldPrefab == null)
return true;
NetworkItem prefabItem = outputItem.WorldPrefab.GetComponent<NetworkItem>();
if (prefabItem == null)
{
error = $"Output prefab '{outputItem.WorldPrefab.name}' has no NetworkItem.";
return false;
}
if (prefabItem.Definition == outputItem)
return true;
string actualOutput = prefabItem.Definition != null
? prefabItem.Definition.name
: "None";
error = $"Output item '{outputItem.name}' points to prefab " +
$"'{outputItem.WorldPrefab.name}', but that prefab uses definition " +
$"'{actualOutput}'.";
return false;
}
private void OnValidate()
{
recipeId = recipeId?.Trim().ToLowerInvariant();
if (!TryValidateOutputPrefab(out string error))
Debug.LogError($"Invalid processing recipe '{name}': {error}", this);
}
}