Add consuming time on client
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a02db5aba5
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1 changed files with 19 additions and 1 deletions
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@ -8,7 +8,9 @@ public class Client_controller : MonoBehaviour
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{
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{
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public float consumeTime = 3.0f; //Time to consume currentMug
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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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public float waitingTime = 10.0f; //Patience after ordering
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GameObject currentMug = null; //Mug currently held by the client
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GameObject currentMug = null; //Mug currently held by the client
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float consumeTimer;
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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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@ -23,6 +25,7 @@ public class Client_controller : MonoBehaviour
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{
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{
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Debug.Log(gameObject.name+" take "+object_used.name+ " of "+mug.content.Type);
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Debug.Log(gameObject.name+" take "+object_used.name+ " of "+mug.content.Type);
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currentMug = object_used;
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currentMug = object_used;
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consumeTimer=consumeTime;
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return true;
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return true;
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}
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}
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else
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else
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@ -54,6 +57,21 @@ public class Client_controller : MonoBehaviour
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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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//Timer
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if (currentMug!= null) //Consuming mug if there's one
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{
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consumeTimer -= Time.deltaTime;
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if (consumeTimer < 0) //Finished consuming mug ?
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{
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Mug obj = currentMug.GetComponent<Mug>();
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if(obj !=null)
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{
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obj.consume();
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//Drop mug
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obj.drop(gameObject.transform.position+ (Vector3)Vector2.down * 0.2f);
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currentMug=null;
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}
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}
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}
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}
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}
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}
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}
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