Add dirty attribute on Mug

This commit is contained in:
Antoine H 2020-12-07 15:42:25 +01:00
parent e35f652c56
commit 573dc63762
3 changed files with 8 additions and 4 deletions

View file

@ -165,4 +165,5 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5222b6d867fe67f4a973336825e0ee8c, type: 3}
m_Name:
m_EditorClassIdentifier:
speed: 5
mvt_speed: 5
action_dist: 1.5

View file

@ -7,7 +7,7 @@ using UnityEngine;
public class Mug : MonoBehaviour, IGrabable
{
public int size = 1; //Size (1 or 2 hands) of the object
// bool dirty = false;
public bool dirty = false;
public Consumable content= null; //new Consumable("beer",1,null);
public void use()
@ -38,6 +38,7 @@ public class Mug : MonoBehaviour, IGrabable
public void consume() //Empty Mug of its Consumable
{
content=null;
dirty = true; //Used and dirty
}
// Start is called before the first frame update

View file

@ -10,7 +10,9 @@ public class Workshop : MonoBehaviour
public int product_value;
public Sprite product_sprite;
public float prepTime = 2.0f; //Time for preparation of product
protected int _stock = 5; //Stock of prodcut
protected int _stock = 5; //Stock of product
GameObject currentMug = null; //Mug currently stocked in workshop
//Handle objects interactions w/ Workshop
//Return wether the object is taken from tavernkeeper
@ -19,7 +21,7 @@ public class Workshop : MonoBehaviour
if(object_used != null && object_used.tag=="Mug")
{
Mug mug = object_used.GetComponent<Mug>();
if (mug!= null && mug.content is null && _stock>0)
if (mug!= null && mug.content is null && !mug.dirty && _stock>0) //Mug clean & empty + remaining stock in workshop
{
Debug.Log(gameObject.name+" fill "+object_used.name+ " with "+product_name);
mug.fill(new Consumable(product_name,product_value,product_sprite));