River Jiang
2020-10-21 9ecea6fd1dc5c53d670f7e0400210522bda5586d
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using TowerDefense.Economy;
using TowerDefense.Level;
using UnityEngine;
 
namespace TowerDefense.Affectors
{
    /// <summary>
    /// A tower effect for generating currency
    /// </summary>
    public class CurrencyAffector : Affector
    {
        /// <summary>
        /// The controller for currency gain
        /// </summary>
        public CurrencyGainer currencyGainer;
 
        /// <summary>
        /// Format for displaying the the properties of this affector
        /// </summary>
        public string descriptionFormat = "<b>Produces</b> {1} at {2} units per second";
 
        /// <summary>
        /// The audio source attached
        /// </summary>
        public AudioSource audioSource;
 
        /// <summary>
        /// The attached particle system
        /// </summary>
        public ParticleSystem currencyParticleSystem;
 
 
        /// <summary>
        /// Initialize the currency gain
        /// </summary>
        protected virtual void Start()
        {
            currencyGainer.Initialize(LevelManager.instance.currency);
        }
 
        /// <summary>
        /// Update the currency gain
        /// </summary>
        protected virtual void Update()
        {
            currencyGainer.Tick(Time.deltaTime);
        }
 
        /// <summary>
        /// Subscribe to currency gain events
        /// </summary>
        protected virtual void OnEnable()
        {
            currencyGainer.currencyChanged += OnCurrencyChanged;
        }
 
        /// <summary>
        /// Unsubscribe to currency gain event
        /// </summary>
        protected virtual void OnDisable()
        {
            currencyGainer.currencyChanged -= OnCurrencyChanged;
        }
 
        /// <summary>
        /// Fires when currency changed in <see cref="currencyGainer"/>
        /// </summary>
        /// <param name="info">
        /// The info for the currency gainer
        /// </param>
        protected void OnCurrencyChanged(CurrencyChangeInfo info)
        {
            if (audioSource != null)
            {
                audioSource.Play();
            }
            if (currencyParticleSystem != null)
            {
                currencyParticleSystem.Play();
            }
        }
    }
}