57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//Define the behavior of a workshop (producer of Consumable)
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[RequireComponent(typeof(Collider2D))]
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public class Workshop : MonoBehaviour
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{
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public string product_name;
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public int product_value;
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public Sprite product_sprite;
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public float prepTime = 2.0f; //Time for preparation of product
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public int stock = 5; //Stock of product
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// GameObject currentMug = null; //Mug currently stocked in 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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public bool use(GameObject object_used)
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{
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if(object_used != null && object_used.tag=="Mug")
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{
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Mug mug = object_used.GetComponent<Mug>();
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if (mug!= null && mug.content is null && !mug.dirty && stock>0) //Mug clean & empty + remaining stock in workshop
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{
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Debug.Log(gameObject.name+" fill "+object_used.name+ " with "+product_name);
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mug.fill(new Consumable(product_name,product_value,product_sprite));
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stock--;
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return false;
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}
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else
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{
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Debug.Log(object_used.name+" cannot be filled with "+product_name+ " -stock:"+stock);
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return false;
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}
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}
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else
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{
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Debug.Log(gameObject.name+" doesn't handle : "+object_used);
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return false;
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}
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}
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// Start is called before the first frame update
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void Start()
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{
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if(gameObject.layer != LayerMask.NameToLayer("Interactions"))
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Debug.LogWarning(gameObject.name+" layer should be set to 'Interactions' to work properly");
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if(gameObject.tag != "Workshop")
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Debug.LogWarning(gameObject.name+" tag should be set to 'Workshop' to work properly");
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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