Handle continuous interactions + Add Cleaning_workshop.prefab

This commit is contained in:
Antoine H 2021-01-08 11:05:45 +01:00
parent 6cce785d2c
commit 363845b456
11 changed files with 726 additions and 41 deletions

View file

@ -15,19 +15,12 @@ public class Production_workshop : Workshop
//Handle objects interactions w/ Workshop
//Return wether the object is taken from tavernkeeper
public override bool use(GameObject userObject)
{
if(userObject.tag=="Player")
{
playerInteracting = true; //Set interaction indicator
Debug.Log("Player interacting");
}
{
if(userObject != null)
{
// Debug.Log(userObject.tag);
//TODO : Gérer Grabable qui ne sont pas des mugs ?
if(userObject.tag=="Grabable" && currentMug is null)
if(userObject.tag=="Grabable" && currentMug is null) //Try to stock Mug into workshop
{
Mug mug = userObject.GetComponent<Mug>();
if (mug!= null && mug.content is null && !mug.dirty && stock>0) //Mug clean & empty + remaining stock in workshop
@ -50,7 +43,11 @@ public class Production_workshop : Workshop
Debug.Log(userObject.name+" cannot be filled with "+product_name+ " -stock:"+stock);
}
}
else if(prepTimer>=prepTime && userObject.tag=="Player" && currentMug != null) //Give tavernkeeper currentMug if finished preparation
else if(userObject.tag=="Player" && prepTimer<prepTime && currentMug != null) //Prepare currentMug
{
continueUse(userObject);
}
else if(userObject.tag=="Player" && prepTimer>=prepTime) //Give tavernkeeper currentMug if finished preparation
{
Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
Mug mug = currentMug.GetComponent<Mug>();