using System.Collections; using System.Collections.Generic; using UnityEngine; //Define the behavior of a production workshop public class Production_workshop : Workshop { // public float prepTime = 2.0f; //Time for preparation of product public string product_name; public int product_value; public Sprite product_sprite; public int stock = 5; //Stock of product //Handle objects interactions w/ Workshop //Return wether the object is taken from tavernkeeper public override bool use(GameObject userObject) { if(userObject != null) { // Debug.Log(userObject.tag); //TODO : Gérer Grabable qui ne sont pas des mugs ? if(userObject.tag=="Grabable") { Mug mug = userObject.GetComponent(); if (mug!= null && mug.content is null && !mug.dirty && stock>0) //Mug clean & empty + remaining stock in workshop { Debug.Log(gameObject.name+" fill "+userObject.name+ " with "+product_name); mug.fill(new Consumable(product_name,product_value,product_sprite)); stock--; return false; } else { Debug.Log(userObject.name+" cannot be filled with "+product_name+ " -stock:"+stock); return false; } } else if(userObject.tag=="Player" && currentMug != null) //Give tavernkeeper currentMug { Tavernkeeper_controller player = userObject.GetComponent(); return false; } else { return false; } } else { Debug.Log(gameObject.name+" doesn't handle : "+userObject); return false; } } }