Fix Cleaning_workshop for multiple Mugs
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4 changed files with 82 additions and 9 deletions
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@ -7520,6 +7520,75 @@ Transform:
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value: Mug (1)
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--- !u!1 &1476057779
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--- !u!1 &1476057779
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -21,14 +21,6 @@ public class Cleaning_workshop : Workshop
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if (mug!= null)
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if (mug!= null)
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{
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{
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Debug.Log(userObject.name+ " stocked in "+gameObject.name);
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Debug.Log(userObject.name+ " stocked in "+gameObject.name);
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if(mug.content != null)//Empty mug
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{
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mug.consume();
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prepTimer=0.0f;
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}
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else if(!mug.dirty)//Mug already clean
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prepTimer=prepTime;
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stock.Add(userObject);
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stock.Add(userObject);
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return true; //Object taken
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return true; //Object taken
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@ -61,12 +53,23 @@ public class Cleaning_workshop : Workshop
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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if(currentMug!=null)
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Debug.Log(stock.Count+ " - CurrentMug: "+currentMug.name+" "+currentMug.GetComponent<Mug>().dirty);
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//Set current mug if there's stock
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//Set current mug if there's stock
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if(currentMug is null && stock.Count>0)
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if(currentMug is null && stock.Count>0)
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{
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{
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currentMug=stock[0];
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currentMug=stock[0];
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stock.RemoveAt(0);
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stock.RemoveAt(0);
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Mug mug = currentMug.GetComponent<Mug>();
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if(mug.content != null)//Empty mug
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{
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mug.consume();
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prepTimer=0.0f;
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}
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else if(!mug.dirty)//Mug already clean
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prepTimer=prepTime;
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if(UIPrepTimer != null) //Display UI prep timer
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if(UIPrepTimer != null) //Display UI prep timer
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{
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{
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UIPrepTimer.SetValue(prepTimer/prepTime);
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UIPrepTimer.SetValue(prepTimer/prepTime);
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@ -21,7 +21,7 @@ public class Client_controller : MonoBehaviour, IUsable
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set{
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set{
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if (_availStatus.Contains(value))
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if (_availStatus.Contains(value))
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_status = value;
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_status = value;
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Debug.Log(gameObject.name+" "+_status);
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// Debug.Log(gameObject.name+" "+_status);
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//Switch Agent to obstacle if waiting
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//Switch Agent to obstacle if waiting
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if(value=="waiting")
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if(value=="waiting")
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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//Define the behavior of a workshop
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//Define the behavior of a workshop
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//TODO : Only stock Component instead of GameObject in currentMug ?
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[RequireComponent(typeof(Collider2D))]
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[RequireComponent(typeof(Collider2D))]
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public abstract class Workshop : MonoBehaviour, IUsable
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public abstract class Workshop : MonoBehaviour, IUsable
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{
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{
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