Start assignOrder

This commit is contained in:
Antoine H 2021-01-12 10:41:48 +01:00
parent 1696694db5
commit 1360a3f978
3 changed files with 19 additions and 5 deletions

View file

@ -3899,6 +3899,12 @@ PrefabInstance:
propertyPath: m_Name
value: Vodka bottle
objectReference: {fileID: 0}
- target: {fileID: 6538871060898918852, guid: 3baa223794d1dea4c986a5384a835c16,
type: 3}
propertyPath: m_Sprite
value:
objectReference: {fileID: 21300000, guid: 17d59b2d4d882c04480a40119a442279,
type: 3}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 3baa223794d1dea4c986a5384a835c16, type: 3}
--- !u!1 &966209153

View file

@ -53,6 +53,7 @@ public class Client_controller : MonoBehaviour, IUsable
}
}
string order = "none"; //Order requested by the client
float consumeTimer;
float waitTimer;
GameObject currentMug = null; //Mug currently held by the client
@ -72,7 +73,7 @@ public class Client_controller : MonoBehaviour, IUsable
if(object_used != null && object_used.tag=="Grabable")
{
Mug mug = object_used.GetComponent<Mug>();
if (mug!= null && mug.content != null)
if (mug!= null && mug.content != null && mug.content.Type==order)
{
status = "consuming";
Debug.Log(gameObject.name+" "+status+" "+object_used.name+ " of "+mug.content.Type);
@ -82,13 +83,13 @@ public class Client_controller : MonoBehaviour, IUsable
}
else
{
Debug.Log(gameObject.name+" doesn't want that "+object_used.name);
Debug.Log(gameObject.name+" doesn't want that "+object_used.name+" - Request : "+order);
return false;
}
}
else
{
Debug.Log(gameObject.name+" doesn't want that "+object_used.name);
Debug.Log(gameObject.name+" doesn't want that "+object_used.name+" - Request : "+order);
return false;
}
}
@ -137,6 +138,7 @@ public class Client_controller : MonoBehaviour, IUsable
{
status="waiting";
waitTimer=waitingTime;
order = ClientManager.Instance.assignOrder();
}
if(status=="waiting")

View file

@ -6,7 +6,7 @@ using UnityEditor;
//Define the system managing the clients. (Singleton)
public sealed class ClientManager : MonoBehaviour
{
int nbMaxClients = 1;
int nbMaxClients = 3;
bool clientSpawnReady = false;
float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
float maxTimeNewClients = 2.0f;
@ -79,9 +79,15 @@ public sealed class ClientManager : MonoBehaviour
}
//Return a random order from available consummable
//TODO : Check stock before assignement
//TODO : Share available types w/ consummable
//TODO : Give sprite
public string assignOrder()
{
return "beer";
List<string> available_types = new List<string>(new [] {"beer", "vodka"});
string order_type = available_types[Random.Range(0, available_types.Count)];
return order_type;
}
// Start is called before the first frame update