Fix Cleaning_workshop for multiple Mugs

This commit is contained in:
Antoine H 2021-01-13 16:03:20 +01:00
parent e2a9931788
commit 8c2c988c70
4 changed files with 82 additions and 9 deletions

View file

@ -21,14 +21,6 @@ public class Cleaning_workshop : Workshop
if (mug!= null)
{
Debug.Log(userObject.name+ " stocked in "+gameObject.name);
if(mug.content != null)//Empty mug
{
mug.consume();
prepTimer=0.0f;
}
else if(!mug.dirty)//Mug already clean
prepTimer=prepTime;
stock.Add(userObject);
return true; //Object taken
@ -61,12 +53,23 @@ public class Cleaning_workshop : Workshop
// Update is called once per frame
void Update()
{
if(currentMug!=null)
Debug.Log(stock.Count+ " - CurrentMug: "+currentMug.name+" "+currentMug.GetComponent<Mug>().dirty);
//Set current mug if there's stock
if(currentMug is null && stock.Count>0)
{
currentMug=stock[0];
stock.RemoveAt(0);
Mug mug = currentMug.GetComponent<Mug>();
if(mug.content != null)//Empty mug
{
mug.consume();
prepTimer=0.0f;
}
else if(!mug.dirty)//Mug already clean
prepTimer=prepTime;
if(UIPrepTimer != null) //Display UI prep timer
{
UIPrepTimer.SetValue(prepTimer/prepTime);