Added anim placeholders for the worker belt animation

This commit is contained in:
2025-12-03 04:22:26 +01:00
parent fa6af89a62
commit 1b8c180425
30 changed files with 5292 additions and 57 deletions

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using Core.SaveLoad;
using UnityEngine;
using Pixelplacement;
using Pixelplacement.TweenSystem;
public class WorkerBeltApproachingBehaviour : AppleState
{
public Spline ApproachingSpline;
public Transform workerObjectTransform;
public float approachduration;
public float approachDelay;
//References to the Worker Gameobject
public GameObject workerBeltObject;
public Animator workerAnimator;
public WorkerBeltRoamingBehaviour workerBeltRoamingRef;
private TweenBase aproachTween;
public AppleMachine workerBeltStateMAchineRef;
private void OnEnable()
{
Transform anchorB = transform.Find("AnchorA");
if (anchorB != null)
{
anchorB.position = workerBeltRoamingRef.midRoamPosition;
}
Debug.Log("Entered Worker Belt Approaching State");
if (ApproachingSpline == null || workerObjectTransform == null)
{
Debug.LogWarning("WorkerBeltApproachingBehaviour: ApproachingSpline or workerObjectTransform is not assigned.", this);
return;
}
// Start the tween to move the worker along the approaching spline
aproachTween = Tween.Spline(
ApproachingSpline,
workerObjectTransform,
0, 1,
false,
approachduration,
approachDelay,
Tween.EaseLinear,
Tween.LoopType.None,
HandleApproachStarted, // optional
HandleApproachFinished // called when spline completes
);
}
private void OnDisable()
{
Debug.Log("Exited Worker Belt Approaching State");
}
// callback implementations
void HandleApproachStarted()
{
// optional: play audio/anim etc.
}
void HandleApproachFinished()
{
Debug.Log("Approach tween finished");
// cleanup
aproachTween?.Stop();
workerAnimator.SetBool("isLifting?", true);
workerBeltStateMAchineRef.ChangeState(2);
}
}

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using Core.SaveLoad;
using UnityEngine;
using Pixelplacement;
using Pixelplacement.TweenSystem;
public class WorkerBeltRoamingBehaviour : AppleState
{
public Spline RoamingSpline;
public Transform workerObjectTransform;
public float roamDuration;
public float roamDelay;
//References to the Worker Gameobject
public GameObject workerBeltObject;
public Animator workerAnimator;
public Vector3 midRoamPosition;
// Reference to the active spline tween so we can pause/stop it
private TweenBase roamingTween;
void OnEnable()
{
workerAnimator.SetBool("isLifting?", false);
Debug.Log("Entered Worker Belt Roaming State");
if (RoamingSpline == null || workerObjectTransform == null)
{
Debug.LogWarning("WorkerBeltRoamingBehaviour: RoamingSpline or workerObjectTransform is not assigned.", this);
return;
}
// Store the returned TweenBase so we can control it later
roamingTween = Tween.Spline(RoamingSpline, workerObjectTransform, 0, 1, false, roamDuration, roamDelay, Tween.EaseLinear, Tween.LoopType.Loop);
}
// Also stop the tween if the GameObject is disabled for any reason (covers StateMachine deactivation)
void OnDisable()
{
midRoamPosition = workerObjectTransform.position;
Debug.Log("WorkerBeltRoamingBehaviour: OnExitState - stopping roaming tween" + midRoamPosition);
roamingTween?.Stop();
}
}

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using Core.SaveLoad;
using UnityEngine;
using Pixelplacement;
using Pixelplacement.TweenSystem;
public class WorkerBeltReturningBehaviour : AppleState
{
public Spline ReturningSpline;
public Transform workerObjectTransform;
public float returnduration;
public float returnDelay;
public GameObject workerBeltObject;
public Animator workerAnimator;
private TweenBase returnTween;
public AppleMachine workerBeltStateMAchineRef;
public Transform StartingAnchor;
public Transform EndingAnchor;
private void OnEnable()
{
Transform anchorA = transform.Find("AnchorA");
if (anchorA != null)
{
anchorA.position = StartingAnchor.position;
}
Transform anchorB = transform.Find("AnchorB");
if (anchorB != null)
{
anchorB.position = EndingAnchor.position;
}
workerAnimator.SetBool("isLifting?", false);
Debug.Log("Entered Worker Belt Returning State");
if (ReturningSpline == null || workerObjectTransform == null)
{
Debug.LogWarning("WorkerBeltApproachingBehaviour: ApproachingSpline or workerObjectTransform is not assigned.", this);
return;
}
// Start the tween to move the worker along the approaching spline
returnTween = Tween.Spline(
ReturningSpline,
workerObjectTransform,
0, 1,
false,
returnduration,
returnDelay,
Tween.EaseLinear,
Tween.LoopType.None,
HandleApproachStarted, // optional
HandleApproachFinished // called when spline completes
);
}
private void OnDisable()
{
Debug.Log("Exited Worker Belt Returning State");
}
// callback implementations
void HandleApproachStarted()
{
// optional: play audio/anim etc.
}
void HandleApproachFinished()
{
Debug.Log("Return tween finished");
// cleanup
returnTween?.Stop();
workerBeltStateMAchineRef.ChangeState(0);
}
}

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