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8 changes: 8 additions & 0 deletions Assets/Scripts/Hazard System.meta

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6 changes: 6 additions & 0 deletions Assets/Scripts/Hazard System/DayPeriod.cs
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public enum DayPeriod
{
Always,
Morning,
Night
}
11 changes: 11 additions & 0 deletions Assets/Scripts/Hazard System/DayPeriod.cs.meta

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7 changes: 7 additions & 0 deletions Assets/Scripts/Hazard System/EnvironmentType.cs
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public enum EnvironmentType
{
Beach,
City,
Forest,
Desert
}
11 changes: 11 additions & 0 deletions Assets/Scripts/Hazard System/EnvironmentType.cs.meta

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60 changes: 60 additions & 0 deletions Assets/Scripts/Hazard System/Hazard.cs
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using UnityEngine;
using UnityEngine.Events;

public abstract class Hazard : MonoBehaviour
{
#region serializable variables
[SerializeField] private float expiryTime;
[SerializeField] private DayPeriod availablePeriod;
[SerializeField] private EnvironmentType[] availableEnvironments;

#endregion

#region private variables
private float timeStarted;

#endregion

#region events
public UnityAction BeforeInvoke;
public UnityAction AfterInvoke;
public UnityAction OnApplyEffects;
public UnityAction OnEndEffects;

#endregion

#region private methods
private bool CheckExpired()
{
return Time.time > (expiryTime + timeStarted);
}

protected virtual void ApplyEffects()
{
OnApplyEffects();
}

protected virtual void EndEffects()
{
OnEndEffects();
}

#endregion

#region public API
public bool CheckAvailable()
{
return !CheckExpired(); // && currentPeriod == availablePeriod && availableEnvironments.Any(environment == currentEnvironment)
}

public void Invoke()
{
BeforeInvoke();
timeStarted = Time.time;
ApplyEffects();
AfterInvoke();
}

#endregion

}
11 changes: 11 additions & 0 deletions Assets/Scripts/Hazard System/Hazard.cs.meta

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33 changes: 33 additions & 0 deletions Assets/Scripts/Hazard System/HazardManager.cs
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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;

public class HazardManager : MonoBehaviour
{
#region serializable variables
[SerializeField] private Hazard[] hazards;

#endregion

#region events
public UnityAction<Hazard> BeforeHazardInvoke;
public UnityAction<Hazard> AfterHazardInvoke;

#endregion

#region public API
public IEnumerable<Hazard> GetAvaialableHazards()
{
return hazards.Where(hazard => hazard.CheckAvailable());
}

public void InvokeHazard(Hazard hazard)
{
BeforeHazardInvoke(hazard);
hazard.Invoke();
AfterHazardInvoke(hazard);
}

#endregion
}
11 changes: 11 additions & 0 deletions Assets/Scripts/Hazard System/HazardManager.cs.meta

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