ProjetPatate/Assets/Scripts/Client_controller.cs
2020-12-05 15:22:00 +01:00

59 lines
1.8 KiB
C#

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<Mug>();
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()
{
}
}