using System.Collections; using System.Collections.Generic; using UnityEngine; //Define the behavior of a client [RequireComponent(typeof(Collider2D))] public class Client_controller : MonoBehaviour { public float consumeTime = 3.0f; //Time to consume currentMug public float waitingTime = 10.0f; //Patience after ordering GameObject currentMug = null; //Mug currently held by the client //Handle objects interactions w/ Workshop //Return wether the object is taken from tavernkeeper public bool use(GameObject object_used) { if(currentMug is null) //No mug in hand { if(object_used != null && object_used.tag=="Mug") { Mug mug = object_used.GetComponent(); if (mug!= null && mug.content != null) { Debug.Log(gameObject.name+" take "+object_used.name+ " of "+mug.content.Type); currentMug = object_used; return true; } else { Debug.Log("Display order (or something else) of "+gameObject.name); return false; } } else { Debug.Log("Display order (or something else) of "+gameObject.name); return false; } } else { Debug.Log(gameObject.name+" already consumming "+currentMug.name); return false; } } // Start is called before the first frame update void Start() { //Needs to be on Interactions layer and have the Client tag to work properly gameObject.tag = "Client"; //Force gameobject tag } // Update is called once per frame void Update() { } }