Fix interactions IGrabable + Ajout interface IUsable
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6 changed files with 33 additions and 6 deletions
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@ -4,7 +4,7 @@ using UnityEngine;
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//Define the behavior of a client
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[RequireComponent(typeof(Collider2D))]
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public class Client_controller : MonoBehaviour
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public class Client_controller : MonoBehaviour, IUsable
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{
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public float consumeTime = 3.0f; //Time to consume currentMug
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public float waitingTime = 10.0f; //Patience after ordering
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@ -18,7 +18,8 @@ public class Client_controller : MonoBehaviour
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{
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if(currentMug is null) //No mug in hand
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{
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if(object_used != null && object_used.tag=="Mug")
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//TODO : Gérer Grabale qui ne sont pas des Mugs ?
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if(object_used != null && object_used.tag=="Grabable")
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{
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Mug mug = object_used.GetComponent<Mug>();
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if (mug!= null && mug.content != null)
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@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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//Represent object that can be grabed.
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public interface IGrabable
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{
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//Unity inspector doesn't handle well interface...
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10
Assets/Scripts/IUsable.cs
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10
Assets/Scripts/IUsable.cs
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@ -0,0 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//Represent object that can be used by tavernkeeper
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public interface IUsable
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{
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//Return wether the object is taken from tavernkeeper
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bool use(GameObject userObject);
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}
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11
Assets/Scripts/IUsable.cs.meta
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11
Assets/Scripts/IUsable.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c5460fe38df63b9499279b797ec3497e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -21,6 +21,7 @@ public class Tavernkeeper_controller : MonoBehaviour
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Rigidbody2D rigidbody2d;
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Animator animator;
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//TODO: assigner automatiquement à une autre mains si pleine
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public void grab(GameObject obj, string hand)
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{
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//Test
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@ -145,18 +146,19 @@ public class Tavernkeeper_controller : MonoBehaviour
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}
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else if(hit_object.tag == "Workshop")
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{
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// Debug.Log("Give "+ hand_container[hand].name+" to "+hit_object.name);
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Workshop workshop = hit_object.GetComponent<Workshop>();
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IUsable workshop = hit_object.GetComponent<IUsable>();
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if(workshop!=null)
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{
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if(hand_container[hand] is null) //No object in hands
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{
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workshop.use(gameObject); //Tavernkeeper interacting directly w/ workshop
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Debug.Log(gameObject.name+" use "+hit_object.name);
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}
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else if(workshop.use(hand_container[hand])) //Interactions w/ object in hands
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{
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//Object taken by workshop
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hand_container[hand]=null;
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Debug.Log("Give "+ hand_container[hand].name+" to "+hit_object.name);
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}
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}
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}
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@ -4,7 +4,7 @@ using UnityEngine;
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//Define the behavior of a workshop (producer of Consumable)
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[RequireComponent(typeof(Collider2D))]
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public class Workshop : MonoBehaviour
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public class Workshop : MonoBehaviour, IUsable
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{
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public string product_name;
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public int product_value;
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@ -19,7 +19,9 @@ public class Workshop : MonoBehaviour
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{
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if(userObject != null)
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{
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if(userObject.tag=="Mug")
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// Debug.Log(userObject.tag);
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//TODO : Gérer Grabable qui ne sont pas des mugs ?
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if(userObject.tag=="Grabable")
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{
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Mug mug = userObject.GetComponent<Mug>();
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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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