Handle continuous interactions + Add Cleaning_workshop.prefab
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6cce785d2c
commit
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11 changed files with 726 additions and 41 deletions
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@ -21,13 +21,24 @@ public class Cleaning_workshop : Workshop
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if (mug!= null)
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{
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Debug.Log(userObject.name+ " stocked in "+gameObject.name);
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if (mug.content != null)//Empty mug
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if(mug.content != null)//Empty mug
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{
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mug.consume();
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prepTimer=0.0f;
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}
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else if(!mug.dirty)//Mug already clean
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prepTimer=prepTime;
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stock.Add(userObject);
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return true; //Object taken
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}
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}
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else if(userObject.tag=="Player" && currentMug!=null) //Give clean mug
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else if(userObject.tag=="Player" && prepTimer<prepTime && currentMug != null) //Prepare currentMug
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{
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continueUse(userObject);
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}
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else if(userObject.tag=="Player" && prepTimer>=prepTime) //Give tavernkeeper currentMug if cleaned
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{
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Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
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Mug mug = currentMug.GetComponent<Mug>();
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@ -39,6 +50,8 @@ public class Cleaning_workshop : Workshop
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//Give mug
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player.grab(currentMug);
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currentMug=null;
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UIPrepTimer.gameObject.SetActive(false); //Turn off UI prep timer
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}
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}
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}
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@ -53,6 +66,13 @@ public class Cleaning_workshop : Workshop
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{
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currentMug=stock[0];
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stock.RemoveAt(0);
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if(UIPrepTimer != null) //Display UI prep timer
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{
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UIPrepTimer.SetValue(prepTimer/prepTime);
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UIPrepTimer.DisplayIcon(false);
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UIPrepTimer.gameObject.SetActive(true);
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}
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}
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}
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}
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