Files
CourierOld/Game/CourierOld/Assets/Code/Gameplay/Orders/Order/OrderService.cs
T

68 lines
2.1 KiB
C#

using Code.Configs;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Code.Gameplay.Orders.Order
{
public class OrderService : IOrderService
{
public event IOrderService.OrderProgressDelegate OnOrderGiven;
public event IOrderService.OrderProgressDelegate OnOrderRecieved;
public event IOrderService.OrderDeliveredDelegate OnOrderDelivered;
public event IOrderService.OrderFailureDelegate OnOrderFailure;
private OrderState _orderState;
public OrderState OrderState => _orderState;
private float _deliveryTimer;
public float DeliveryTimer => _deliveryTimer;
private Vector2 _timeBounds;
private float _koefRooms, _koefOvertime;
private int _roomsPassed;
public OrderService(OrderServiceConfig config)
{
_orderState = OrderState.Delivered;
_timeBounds = config.timeBounds;
_koefRooms = config.koefRooms;
_koefOvertime = config.koefOvertime;
}
public void RoomPassed() => _roomsPassed++;
public void DecreaseTimer(float delta) => _deliveryTimer -= delta;
// Вызываются триггерами
public void OrderGive()
{
_orderState = OrderState.Given;
_roomsPassed = 0;
_deliveryTimer = Random.Range(_timeBounds.x, _timeBounds.y);
OnOrderGiven?.Invoke(_deliveryTimer);
}
public void OrderRecieved()
{
_orderState = OrderState.Recieved;
OnOrderRecieved?.Invoke(_deliveryTimer);
}
public void OrderFailed() => OnOrderFailure?.Invoke();
public void OrderDelivered()
{
if (_orderState != OrderState.Recieved)
{
OnOrderFailure?.Invoke();
return;
}
_orderState = OrderState.Delivered;
int score = (int)(_koefRooms * _roomsPassed + _deliveryTimer * _koefOvertime);
OnOrderDelivered?.Invoke(score, _deliveryTimer);
}
}
}