Add dirty attribute on Mug
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e35f652c56
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3 changed files with 8 additions and 4 deletions
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@ -165,4 +165,5 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 5222b6d867fe67f4a973336825e0ee8c, type: 3}
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m_Script: {fileID: 11500000, guid: 5222b6d867fe67f4a973336825e0ee8c, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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speed: 5
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mvt_speed: 5
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action_dist: 1.5
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@ -7,7 +7,7 @@ using UnityEngine;
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public class Mug : MonoBehaviour, IGrabable
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public class Mug : MonoBehaviour, IGrabable
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{
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{
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public int size = 1; //Size (1 or 2 hands) of the object
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public int size = 1; //Size (1 or 2 hands) of the object
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// bool dirty = false;
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public bool dirty = false;
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public Consumable content= null; //new Consumable("beer",1,null);
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public Consumable content= null; //new Consumable("beer",1,null);
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public void use()
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public void use()
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@ -38,6 +38,7 @@ public class Mug : MonoBehaviour, IGrabable
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public void consume() //Empty Mug of its Consumable
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public void consume() //Empty Mug of its Consumable
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{
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{
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content=null;
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content=null;
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dirty = true; //Used and dirty
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}
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}
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// Start is called before the first frame update
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// Start is called before the first frame update
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@ -10,7 +10,9 @@ public class Workshop : MonoBehaviour
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public int product_value;
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public int product_value;
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public Sprite product_sprite;
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public Sprite product_sprite;
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public float prepTime = 2.0f; //Time for preparation of product
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public float prepTime = 2.0f; //Time for preparation of product
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protected int _stock = 5; //Stock of prodcut
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protected int _stock = 5; //Stock of product
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GameObject currentMug = null; //Mug currently stocked in workshop
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//Handle objects interactions w/ Workshop
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//Handle objects interactions w/ Workshop
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//Return wether the object is taken from tavernkeeper
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//Return wether the object is taken from tavernkeeper
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@ -19,7 +21,7 @@ public class Workshop : MonoBehaviour
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if(object_used != null && object_used.tag=="Mug")
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if(object_used != null && object_used.tag=="Mug")
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{
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{
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Mug mug = object_used.GetComponent<Mug>();
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Mug mug = object_used.GetComponent<Mug>();
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if (mug!= null && mug.content is null && _stock>0)
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if (mug!= null && mug.content is null && !mug.dirty && _stock>0) //Mug clean & empty + remaining stock in workshop
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{
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{
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Debug.Log(gameObject.name+" fill "+object_used.name+ " with "+product_name);
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Debug.Log(gameObject.name+" fill "+object_used.name+ " with "+product_name);
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mug.fill(new Consumable(product_name,product_value,product_sprite));
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mug.fill(new Consumable(product_name,product_value,product_sprite));
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