Added anim placeholders for the worker belt animation
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@@ -0,0 +1,69 @@
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using Core.SaveLoad;
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using UnityEngine;
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using Pixelplacement;
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using Pixelplacement.TweenSystem;
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public class WorkerBeltApproachingBehaviour : AppleState
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{
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public Spline ApproachingSpline;
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public Transform workerObjectTransform;
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public float approachduration;
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public float approachDelay;
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//References to the Worker Gameobject
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public GameObject workerBeltObject;
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public Animator workerAnimator;
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public WorkerBeltRoamingBehaviour workerBeltRoamingRef;
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private TweenBase aproachTween;
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public AppleMachine workerBeltStateMAchineRef;
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private void OnEnable()
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{
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Transform anchorB = transform.Find("AnchorA");
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if (anchorB != null)
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{
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anchorB.position = workerBeltRoamingRef.midRoamPosition;
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}
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Debug.Log("Entered Worker Belt Approaching State");
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if (ApproachingSpline == null || workerObjectTransform == null)
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{
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Debug.LogWarning("WorkerBeltApproachingBehaviour: ApproachingSpline or workerObjectTransform is not assigned.", this);
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return;
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}
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// Start the tween to move the worker along the approaching spline
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aproachTween = Tween.Spline(
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ApproachingSpline,
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workerObjectTransform,
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0, 1,
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false,
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approachduration,
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approachDelay,
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Tween.EaseLinear,
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Tween.LoopType.None,
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HandleApproachStarted, // optional
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HandleApproachFinished // called when spline completes
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);
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}
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private void OnDisable()
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{
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Debug.Log("Exited Worker Belt Approaching State");
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}
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// callback implementations
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void HandleApproachStarted()
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{
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// optional: play audio/anim etc.
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}
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void HandleApproachFinished()
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{
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Debug.Log("Approach tween finished");
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// cleanup
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aproachTween?.Stop();
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workerAnimator.SetBool("isLifting?", true);
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workerBeltStateMAchineRef.ChangeState(2);
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}
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}
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