Reorganizacja projektu, Logika stołu i kuchni
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Load Diff
@ -1,7 +1,7 @@
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using Assets.Logic.Graph;
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using Assets.Logic.Utils;
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using System.Collections;
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using System.Linq;
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using Logic.Graph;
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using UnityEngine;
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namespace Assets.Logic.Agent
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@ -11,45 +11,30 @@ namespace Assets.Logic.Agent
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public Node ActualNode;
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private Node previousNode;
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private bool canMove = true; //temporary
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void Update()
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{
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//temporary
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if (!canMove) return;
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if (ActualNode is Table table)
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{
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if (Input.GetKeyDown(KeyCode.Space))
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if (table is KitchenTable kitchenTable)
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{
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switch (table.State)
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if (Input.GetKeyDown(KeyCode.Space))
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{
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case TableState.Empty:
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table.State = TableState.WaitingForMenu;
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break;
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case TableState.WaitingForMenu:
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table.State = TableState.ViewingTheMenu;
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break;
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case TableState.ViewingTheMenu:
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table.State = TableState.WaitingForWaitress;
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break;
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case TableState.WaitingForWaitress:
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table.State = TableState.WaitingForFood;
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break;
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case TableState.WaitingForFood:
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table.State = TableState.Eating;
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break;
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case TableState.Eating:
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table.State = TableState.WaitingForPay;
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break;
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case TableState.WaitingForPay:
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table.State = TableState.Empty;
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break;
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kitchenTable.HandleSpace();
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}
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SceneContext.Instance.text2.text = table.State.ToString();
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}
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if (table is CustomerTable customerTable)
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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customerTable.HandleSpace();
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}
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}
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if (Input.GetKeyDown(KeyCode.Escape) && previousNode != null)
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{
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SceneContext.Instance.text1.text = string.Empty;
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SceneContext.Instance.text2.text = string.Empty;
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StartCoroutine(RunToAnotherNode(previousNode));
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}
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}
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@ -57,32 +42,32 @@ namespace Assets.Logic.Agent
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{
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if (Input.GetKeyDown(KeyCode.UpArrow))
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{
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if (transform.rotation.eulerAngles.y.IsEq(0,1))
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if (transform.rotation.eulerAngles.y.IsEq(0,2))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
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x.transform.position.z > ActualNode.transform.position.z);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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}
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if (transform.rotation.eulerAngles.y.IsEq(180, 1))
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if (transform.rotation.eulerAngles.y.IsEq(180, 2))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
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x.transform.position.z < ActualNode.transform.position.z);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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}
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if (transform.rotation.eulerAngles.y.IsEq(90, 1))
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if (transform.rotation.eulerAngles.y.IsEq(90, 2))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
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x.transform.position.x > ActualNode.transform.position.x);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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}
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if (transform.rotation.eulerAngles.y.IsEq(270, 1))
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if (transform.rotation.eulerAngles.y.IsEq(270, 2))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
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x.transform.position.x < ActualNode.transform.position.x);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -92,7 +77,7 @@ namespace Assets.Logic.Agent
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{
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if (transform.rotation.eulerAngles.y.IsEq(0, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
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x.transform.position.z < ActualNode.transform.position.z);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -100,7 +85,7 @@ namespace Assets.Logic.Agent
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if (transform.rotation.eulerAngles.y.IsEq(180, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
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x.transform.position.z > ActualNode.transform.position.z);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -108,14 +93,14 @@ namespace Assets.Logic.Agent
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if (transform.rotation.eulerAngles.y.IsEq(90, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
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x.transform.position.x < ActualNode.transform.position.x);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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}
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if (transform.rotation.eulerAngles.y.IsEq(270, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
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x.transform.position.x > ActualNode.transform.position.x);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -125,7 +110,7 @@ namespace Assets.Logic.Agent
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{
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if (transform.rotation.eulerAngles.y.IsEq(0, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
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x.transform.position.x > ActualNode.transform.position.x);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -133,7 +118,7 @@ namespace Assets.Logic.Agent
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if (transform.rotation.eulerAngles.y.IsEq(180, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
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x.transform.position.x < ActualNode.transform.position.x);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -141,14 +126,14 @@ namespace Assets.Logic.Agent
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if (transform.rotation.eulerAngles.y.IsEq(90, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
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x.transform.position.z < ActualNode.transform.position.z);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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}
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if (transform.rotation.eulerAngles.y.IsEq(270, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
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x.transform.position.z > ActualNode.transform.position.z);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -158,7 +143,7 @@ namespace Assets.Logic.Agent
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{
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if (transform.rotation.eulerAngles.y.IsEq(0, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
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x.transform.position.x < ActualNode.transform.position.x);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -166,7 +151,7 @@ namespace Assets.Logic.Agent
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if (transform.rotation.eulerAngles.y.IsEq(180, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
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x.transform.position.x > ActualNode.transform.position.x);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -174,14 +159,14 @@ namespace Assets.Logic.Agent
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if (transform.rotation.eulerAngles.y.IsEq(90, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
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x.transform.position.z > ActualNode.transform.position.z);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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}
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if (transform.rotation.eulerAngles.y.IsEq(270, 1))
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{
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var node = ActualNode.Neighbors.FirstOrDefault(x =>
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var node = ActualNode.neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
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x.transform.position.z < ActualNode.transform.position.z);
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if (node != null) StartCoroutine(RunToAnotherNode(node));
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@ -208,20 +193,19 @@ namespace Assets.Logic.Agent
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, i);
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i = 0;
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var y = transform.position.y;
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while (i <= 1 && !(destination is Table) &&
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transform.position != new Vector3(location.x, transform.position.y, location.z))
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while (i <= 1 && !(destination is Table) && transform.position != new Vector3(location.x, transform.position.y, location.z))
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{
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transform.position = Vector3.Slerp(transform.position,
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new Vector3(location.x, y, location.z), i);
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yield return new WaitForEndOfFrame();
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i += Time.deltaTime;
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}
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if (!(destination is Table table)) transform.position = new Vector3(location.x, transform.position.y, location.z);
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else
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if (!(destination is Table table))
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{
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SceneContext.Instance.text1.text = table.TableNumber.ToString();
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SceneContext.Instance.text2.text = table.State.ToString();
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transform.position = new Vector3(location.x, transform.position.y, location.z);
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}
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previousNode = ActualNode;
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ActualNode = destination;
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canMove = true;
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59
Assets/Logic/CustomerTableManager.cs
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59
Assets/Logic/CustomerTableManager.cs
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@ -0,0 +1,59 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Logic.Graph;
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using Logic.Inventory.Scripts;
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using UnityEngine;
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namespace Logic
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{
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public class CustomerTableManager: MonoBehaviour
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{
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#region Singleton
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public static CustomerTableManager Instance;
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private void Awake()
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{
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Instance = this;
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availableRecipes = Resources.LoadAll<ItemObject>("Items").ToList();
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customerTables = GetComponentsInChildren<CustomerTable>().ToList();
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int i = 0;
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foreach (CustomerTable table in customerTables)
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{
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table.tableNumber = i;
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i++;
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}
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}
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#endregion
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public int customerSpawnTime = 10;
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[SerializeField] private List<CustomerTable> customerTables;
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[SerializeField] private List<ItemObject> availableRecipes;
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private void Start()
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{
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StartCoroutine(HandleCustomerSpawn(customerSpawnTime));
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}
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IEnumerator HandleCustomerSpawn(int secs)
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{
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while (true)
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{
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int randomTableNumber = Random.Range(0, customerTables.Count);
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if (customerTables[randomTableNumber].state == TableState.Empty)
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{
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customerTables[randomTableNumber].state = TableState.WaitingForMenu;
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UIManager.Instance.uiTableManager.ChangeStatus(randomTableNumber, TableState.WaitingForMenu);
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}
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yield return new WaitForSeconds(secs);
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}
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}
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public ItemObject GetRandomRecipe()
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{
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return availableRecipes[Random.Range(0, availableRecipes.Count)];
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}
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}
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}
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142
Assets/Logic/Graph/CustomerTable.cs
Normal file
142
Assets/Logic/Graph/CustomerTable.cs
Normal file
@ -0,0 +1,142 @@
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using System.Collections;
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using Logic.Inventory.Scripts;
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using UnityEngine;
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namespace Logic.Graph
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{
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public enum TableState
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{
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Empty = 0,
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WaitingForMenu = 1,
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ViewingTheMenu = 2,
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WaitingForWaitress = 3,
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WaitingForFood = 4,
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Eating = 5,
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WaitingForPay = 6
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}
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public class CustomerTable : Table
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{
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public TableState state;
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public bool recipeReady;
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private Coroutine _prepareRecipeCoroutine;
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private Coroutine _eatMealCoroutine;
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public void HandleSpace()
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{
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switch (state)
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{
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case TableState.WaitingForMenu:
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HandleMenuView();
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break;
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case TableState.WaitingForWaitress:
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HandleRecipeReady();
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break;
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case TableState.WaitingForFood:
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HandleFoodDelivery();
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break;
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case TableState.WaitingForPay:
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HandlePayment();
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break;
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}
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}
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private void HandleMenuView()
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{
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state = TableState.ViewingTheMenu;
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UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
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_prepareRecipeCoroutine = StartCoroutine(HandleRecipePrepare(3));
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}
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private IEnumerator HandleRecipePrepare(int secs)
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{
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yield return new WaitForSeconds(secs);
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if (state == TableState.WaitingForWaitress)
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{
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StopCoroutine(_prepareRecipeCoroutine);
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}
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else
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{
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SetRandomRecipe();
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Spawn();
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recipeReady = true;
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state = TableState.WaitingForWaitress;
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UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
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UIManager.Instance.uiTableManager.ChangeItem(tableNumber, currentItem);
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}
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}
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private void HandleRecipeReady()
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{
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if (recipeReady)
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{
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ItemObject item = GETRecipe();
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item.forTable = tableNumber;
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item.type = ItemType.Recipe;
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bool isSuccess = WaitressInventory.instance.AddItem(item);
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if (isSuccess)
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{
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ClearItemObject();
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recipeReady = false;
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state = TableState.WaitingForFood;
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UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
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UIManager.Instance.uiTableManager.ChangeItem(tableNumber, null);
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}
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}
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}
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private void HandleFoodDelivery()
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{
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ItemObject meal = WaitressInventory.instance.GETMealForTable(tableNumber);
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if (meal != null)
|
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{
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currentItem = meal;
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Spawn();
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WaitressInventory.instance.RemoveItem(meal);
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_eatMealCoroutine = StartCoroutine(HandleEatMeal(3));
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state = TableState.Eating;
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UIManager.Instance.uiTableManager
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.ChangeStatus(tableNumber, state);
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UIManager.Instance.uiTableManager
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.ChangeItem(tableNumber, currentItem);
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}
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}
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private IEnumerator HandleEatMeal(int secs)
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{
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yield return new WaitForSeconds(secs);
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if (state == TableState.WaitingForPay)
|
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{
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StopCoroutine(_eatMealCoroutine);
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}
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else
|
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{
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ClearItemObject();
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currentItem.type = ItemType.Money;
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Spawn();
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state = TableState.WaitingForPay;
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UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
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UIManager.Instance.uiTableManager.ChangeItem(tableNumber, currentItem);
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}
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}
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private void HandlePayment()
|
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{
|
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isFull = false;
|
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currentItem = null;
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ClearItemObject();
|
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state = TableState.Empty;
|
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UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
|
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UIManager.Instance.uiTableManager.ChangeItem(tableNumber, null);
|
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}
|
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private void SetRandomRecipe()
|
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{
|
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currentItem = Instantiate(CustomerTableManager.Instance.GetRandomRecipe());
|
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currentItem.forTable = tableNumber;
|
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currentItem.type = ItemType.Recipe;
|
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state = TableState.WaitingForFood;
|
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UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
|
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}
|
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}
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}
|
68
Assets/Logic/Graph/KitchenTable.cs
Normal file
68
Assets/Logic/Graph/KitchenTable.cs
Normal file
@ -0,0 +1,68 @@
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|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Logic.Inventory.Scripts;
|
||||
using Logic.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.Graph
|
||||
{
|
||||
|
||||
public class KitchenTable : Table
|
||||
{
|
||||
|
||||
public void Start()
|
||||
{
|
||||
StartCoroutine(PrepareMeal());
|
||||
}
|
||||
|
||||
public void HandleSpace()
|
||||
{
|
||||
List<ItemObject> foodToPrepare = WaitressInventory.instance.GetRecipes();
|
||||
foreach (ItemObject foodObject in foodToPrepare)
|
||||
{
|
||||
foodObject.type = ItemType.Food;
|
||||
KitchenTableManager.Instance.AddToQueue(foodObject, QueueType.ProgressQueue);
|
||||
}
|
||||
|
||||
if (isFull)
|
||||
{
|
||||
ItemObject item = GETRecipe();
|
||||
bool isSuccess = WaitressInventory.instance.AddItem(item);
|
||||
if (isSuccess)
|
||||
{
|
||||
ClearItemObject();
|
||||
isFull = false;
|
||||
currentItem = null;
|
||||
UIManager.Instance.uiQueueManager.Remove(QueueType.ReadyQueue);
|
||||
}
|
||||
SpawnReadyMeal();
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator PrepareMeal(){
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(3);
|
||||
if (KitchenTableManager.Instance.inProgressQueue.Any())
|
||||
{
|
||||
var item = KitchenTableManager.Instance.RemoveFromQueue(QueueType.ProgressQueue);
|
||||
KitchenTableManager.Instance.AddToQueue(item, QueueType.ReadyQueue);
|
||||
}
|
||||
|
||||
SpawnReadyMeal();
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnReadyMeal()
|
||||
{
|
||||
if (!isFull && KitchenTableManager.Instance.readyQueue.Any())
|
||||
{
|
||||
currentItem = KitchenTableManager.Instance.readyQueue.Dequeue();
|
||||
Spawn();
|
||||
isFull = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +1,95 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.Logic.Graph
|
||||
namespace Logic.Graph
|
||||
{
|
||||
public class Node : MonoBehaviour
|
||||
{
|
||||
public List<Node> Neighbors;
|
||||
public List<Node> neighbors;
|
||||
[SerializeField] private float maxRange = 0.5f;
|
||||
[SerializeField] private bool debug = false;
|
||||
|
||||
private int _nodeLayerMask;
|
||||
private int _tableLayerMask;
|
||||
private Vector3 _position;
|
||||
private float _nodeRayMaxLength;
|
||||
private float _tableRayMaxLength;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
InitializeNeighbours();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (debug)
|
||||
{
|
||||
Debug.DrawRay(_position, Vector3.right + new Vector3(maxRange, 0, 0), Color.red);
|
||||
Debug.DrawRay(_position, Vector3.left + new Vector3(-maxRange, 0, 0), Color.blue);
|
||||
Debug.DrawRay(_position, Vector3.forward + new Vector3(0, 0, maxRange), Color.green);
|
||||
Debug.DrawRay(_position, Vector3.back + new Vector3(0, 0, -maxRange), Color.magenta);
|
||||
|
||||
Debug.DrawRay(_position, Vector3.right + new Vector3(_tableRayMaxLength, 0, 0), Color.cyan);
|
||||
Debug.DrawRay(_position, Vector3.left + new Vector3(-_tableRayMaxLength, 0, 0), Color.yellow);
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeNeighbours()
|
||||
{
|
||||
_nodeLayerMask = LayerMask.GetMask("Node");
|
||||
_tableLayerMask = LayerMask.GetMask("Table");
|
||||
_position = gameObject.transform.position;
|
||||
_nodeRayMaxLength = maxRange * 2;
|
||||
_tableRayMaxLength = maxRange * 2 + 0.5f;
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.left, out var hitLeft, _nodeRayMaxLength, _nodeLayerMask))
|
||||
{
|
||||
var nodeCollider = hitLeft.collider.GetComponent<Node>();
|
||||
if (nodeCollider)
|
||||
neighbors.Add(nodeCollider);
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.right, out var hitRight, _nodeRayMaxLength, _nodeLayerMask))
|
||||
{
|
||||
var nodeCollider = hitRight.collider.GetComponent<Node>();
|
||||
if (nodeCollider)
|
||||
neighbors.Add(nodeCollider);
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.forward, out var hitTop, _nodeRayMaxLength, _nodeLayerMask))
|
||||
{
|
||||
var nodeCollider = hitTop.collider.GetComponent<Node>();
|
||||
if (nodeCollider)
|
||||
neighbors.Add(nodeCollider);
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.back, out var hitBottom, maxRange * 2, _nodeLayerMask))
|
||||
{
|
||||
var nodeCollider = hitBottom.collider.GetComponent<Node>();
|
||||
if (nodeCollider)
|
||||
neighbors.Add(nodeCollider);
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.left, out var hitLeftTable, _tableRayMaxLength, _tableLayerMask))
|
||||
{
|
||||
var tableCollider = hitLeftTable.collider.GetComponent<CustomerTable>();
|
||||
if (tableCollider)
|
||||
neighbors.Add(tableCollider);
|
||||
var kitchenTableCollider = hitLeftTable.collider.GetComponent<KitchenTable>();
|
||||
if (kitchenTableCollider)
|
||||
neighbors.Add(kitchenTableCollider);
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.right, out var hitRightTable, _tableRayMaxLength, _tableLayerMask))
|
||||
{
|
||||
var tableCollider = hitRightTable.collider.GetComponent<CustomerTable>();
|
||||
if (tableCollider)
|
||||
neighbors.Add(tableCollider);
|
||||
var kitchenTableCollider = hitRightTable.collider.GetComponent<KitchenTable>();
|
||||
if (kitchenTableCollider)
|
||||
neighbors.Add(kitchenTableCollider);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,18 +1,50 @@
|
||||
namespace Assets.Logic.Graph
|
||||
using Logic.Inventory.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.Graph
|
||||
{
|
||||
public enum TableState
|
||||
{
|
||||
Empty = 0,
|
||||
WaitingForMenu = 1,
|
||||
ViewingTheMenu = 2,
|
||||
WaitingForWaitress = 3,
|
||||
WaitingForFood = 4,
|
||||
Eating = 5,
|
||||
WaitingForPay = 6
|
||||
}
|
||||
public class Table : Node
|
||||
{
|
||||
public int TableNumber;
|
||||
public TableState State;
|
||||
[SerializeField] private GameObject recipePrefab;
|
||||
[SerializeField] private GameObject moneyPrefab;
|
||||
[SerializeField] private GameObject spawnPoint;
|
||||
public ItemObject currentItem;
|
||||
public int tableNumber;
|
||||
public bool isFull;
|
||||
|
||||
|
||||
public ItemObject GETRecipe()
|
||||
{
|
||||
return currentItem;
|
||||
}
|
||||
|
||||
public void ClearItemObject()
|
||||
{
|
||||
Destroy(transform.GetChild(transform.childCount - 1).transform.GetChild(0).gameObject);
|
||||
isFull = false;
|
||||
}
|
||||
|
||||
protected void Spawn()
|
||||
{
|
||||
if (isFull && currentItem != null) return;
|
||||
var itemObject = new GameObject();
|
||||
if (currentItem.type == ItemType.Recipe)
|
||||
{
|
||||
itemObject = Instantiate(recipePrefab, spawnPoint.transform);
|
||||
itemObject.transform.localScale = new Vector3(50, 50, 50);
|
||||
}
|
||||
else if (currentItem.type == ItemType.Money)
|
||||
{
|
||||
itemObject = Instantiate(moneyPrefab, spawnPoint.transform);
|
||||
itemObject.transform.localScale = new Vector3(500, 500, 500);
|
||||
}
|
||||
else if (currentItem.type == ItemType.Food)
|
||||
{
|
||||
itemObject = Instantiate(currentItem.foodPrefab, spawnPoint.transform);
|
||||
itemObject.transform.localScale = new Vector3(200, 200, 200);
|
||||
itemObject.transform.localPosition = new Vector3(0, 5, 0);
|
||||
}
|
||||
isFull = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
14
Assets/Logic/Inventory/FoodObject.cs
Normal file
14
Assets/Logic/Inventory/FoodObject.cs
Normal file
@ -0,0 +1,14 @@
|
||||
using Logic.Inventory.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.Inventory
|
||||
{
|
||||
[CreateAssetMenu(fileName = "New Food Object", menuName = "Inventory/Items/Food")]
|
||||
public class FoodObject : ItemObject
|
||||
{
|
||||
public void Awake()
|
||||
{
|
||||
type = ItemType.Food;
|
||||
}
|
||||
}
|
||||
}
|
24
Assets/Logic/Inventory/ItemIngredient.cs
Normal file
24
Assets/Logic/Inventory/ItemIngredient.cs
Normal file
@ -0,0 +1,24 @@
|
||||
namespace Logic.Inventory
|
||||
{
|
||||
public enum IngredientType
|
||||
{
|
||||
Type_I,
|
||||
Type_II,
|
||||
Type_III
|
||||
}
|
||||
|
||||
public enum AllergenType
|
||||
{
|
||||
Allergen_I,
|
||||
Allergen_II,
|
||||
Allergen_III
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct ItemIngredient
|
||||
{
|
||||
public string ingredientName;
|
||||
public IngredientType type;
|
||||
public AllergenType allergen;
|
||||
}
|
||||
}
|
26
Assets/Logic/Inventory/ItemObject.cs
Normal file
26
Assets/Logic/Inventory/ItemObject.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public enum ItemType
|
||||
{
|
||||
Food,
|
||||
Recipe,
|
||||
Money
|
||||
}
|
||||
|
||||
namespace Logic.Inventory.Scripts
|
||||
{
|
||||
public abstract class ItemObject : ScriptableObject
|
||||
{
|
||||
public GameObject foodPrefab;
|
||||
public Sprite foodIcon;
|
||||
public Sprite recipeIcon;
|
||||
public Sprite moneyIcon;
|
||||
public ItemType type;
|
||||
public int forTable;
|
||||
public string itemName;
|
||||
public int cost;
|
||||
public int kcal;
|
||||
public List<ItemIngredient> ingredients;
|
||||
}
|
||||
}
|
64
Assets/Logic/Inventory/WaitressInventory.cs
Normal file
64
Assets/Logic/Inventory/WaitressInventory.cs
Normal file
@ -0,0 +1,64 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.Inventory.Scripts
|
||||
{
|
||||
public class WaitressInventory : MonoBehaviour
|
||||
{
|
||||
#region Singleton
|
||||
|
||||
public static WaitressInventory instance;
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
[SerializeField]
|
||||
private List<ItemObject> container = new List<ItemObject>();
|
||||
private int maxSize = 4;
|
||||
|
||||
|
||||
public bool AddItem(ItemObject itemObject)
|
||||
{
|
||||
if (container.Count < maxSize)
|
||||
{
|
||||
container.Add(itemObject);
|
||||
UIManager.Instance.uiInventoryManager.Add(itemObject);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public List<ItemObject> GetRecipes()
|
||||
{
|
||||
var recipes = new List<ItemObject>();
|
||||
foreach (ItemObject item in container.ToList())
|
||||
{
|
||||
if (item.type == ItemType.Recipe)
|
||||
{
|
||||
recipes.Add(item);
|
||||
UIManager.Instance.uiInventoryManager.Remove(item);
|
||||
container.Remove(item);
|
||||
}
|
||||
}
|
||||
|
||||
return recipes;
|
||||
}
|
||||
|
||||
public ItemObject GETMealForTable(int tableId)
|
||||
{
|
||||
ItemObject item = container
|
||||
.SingleOrDefault(x => x.forTable == tableId && x.type == ItemType.Food);
|
||||
return item;
|
||||
}
|
||||
|
||||
public void RemoveItem(ItemObject itemObject)
|
||||
{
|
||||
UIManager.Instance.uiInventoryManager.Remove(itemObject);
|
||||
container.Remove(itemObject);
|
||||
}
|
||||
}
|
||||
}
|
54
Assets/Logic/KitchenTableManager.cs
Normal file
54
Assets/Logic/KitchenTableManager.cs
Normal file
@ -0,0 +1,54 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Logic.Graph;
|
||||
using Logic.Inventory.Scripts;
|
||||
using Logic.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic
|
||||
{
|
||||
public class KitchenTableManager: MonoBehaviour
|
||||
{
|
||||
#region Singleton
|
||||
|
||||
public static KitchenTableManager Instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
kitchenTables = GetComponentsInChildren<KitchenTable>().ToList();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
[SerializeField] private List<KitchenTable> kitchenTables;
|
||||
|
||||
public Queue<ItemObject> inProgressQueue = new Queue<ItemObject>();
|
||||
public Queue<ItemObject> readyQueue = new Queue<ItemObject>();
|
||||
|
||||
public void AddToQueue(ItemObject item, QueueType type)
|
||||
{
|
||||
if (type == QueueType.ProgressQueue)
|
||||
{
|
||||
UIManager.Instance.uiQueueManager.Add(item, QueueType.ProgressQueue);
|
||||
inProgressQueue.Enqueue(item);
|
||||
}
|
||||
else
|
||||
{
|
||||
UIManager.Instance.uiQueueManager.Add(item, QueueType.ReadyQueue);
|
||||
readyQueue.Enqueue(item);
|
||||
}
|
||||
}
|
||||
|
||||
public ItemObject RemoveFromQueue(QueueType type)
|
||||
{
|
||||
if (type == QueueType.ProgressQueue)
|
||||
{
|
||||
UIManager.Instance.uiQueueManager.Remove(QueueType.ProgressQueue);
|
||||
return inProgressQueue.Dequeue();
|
||||
}
|
||||
UIManager.Instance.uiQueueManager.Remove(QueueType.ReadyQueue);
|
||||
return readyQueue.Dequeue();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,7 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Assets.Logic.Graph;
|
||||
using Assets.Logic.Agent;
|
||||
using Logic.Graph;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@ -23,7 +22,7 @@ namespace Assets.Logic
|
||||
|
||||
private void DrawGizmosFrom(Node from, List<Node> without)
|
||||
{
|
||||
foreach (var x in from.Neighbors.Where(x=>!without.Contains(x)))
|
||||
foreach (var x in from.neighbors.Where(x=>!without.Contains(x)))
|
||||
{
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawLine(from.transform.position, x.transform.position);
|
||||
@ -31,7 +30,7 @@ namespace Assets.Logic
|
||||
if(!(x is Table)) without.Add(x);
|
||||
DrawGizmosFrom(x, without);
|
||||
}
|
||||
foreach (var x in from.Neighbors.Where(x => without.Contains(x)))
|
||||
foreach (var x in from.neighbors.Where(x => without.Contains(x)))
|
||||
{
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawLine(from.transform.position, x.transform.position);
|
||||
@ -41,8 +40,8 @@ namespace Assets.Logic
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if(Map.Count>0)
|
||||
DrawGizmosFrom(Map.First(), new List<Node>());
|
||||
// if(Map.Count>0)
|
||||
// DrawGizmosFrom(Map.First(), new List<Node>());
|
||||
}
|
||||
|
||||
}
|
||||
|
39
Assets/Logic/UI/UIInventoryManager.cs
Normal file
39
Assets/Logic/UI/UIInventoryManager.cs
Normal file
@ -0,0 +1,39 @@
|
||||
using Logic.Inventory.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.UI
|
||||
{
|
||||
public class UIInventoryManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private UIInventorySlot[] inventorySlots;
|
||||
private void Start()
|
||||
{
|
||||
inventorySlots = GetComponentsInChildren<UIInventorySlot>();
|
||||
}
|
||||
|
||||
public void Add(ItemObject itemObject)
|
||||
{
|
||||
foreach (UIInventorySlot inventorySlot in inventorySlots)
|
||||
{
|
||||
if (!inventorySlot.isFull)
|
||||
{
|
||||
inventorySlot.AddItem(itemObject);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Remove(ItemObject itemObject)
|
||||
{
|
||||
foreach (UIInventorySlot inventorySlot in inventorySlots)
|
||||
{
|
||||
if (inventorySlot.isFull && inventorySlot.itemObject.Equals(itemObject))
|
||||
{
|
||||
inventorySlot.ClearSlot();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
45
Assets/Logic/UI/UIInventorySlot.cs
Normal file
45
Assets/Logic/UI/UIInventorySlot.cs
Normal file
@ -0,0 +1,45 @@
|
||||
using Logic.Inventory.Scripts;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Logic.UI
|
||||
{
|
||||
public class UIInventorySlot : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Image icon;
|
||||
public ItemObject itemObject;
|
||||
public bool isFull;
|
||||
|
||||
public void AddItem(ItemObject newItem)
|
||||
{
|
||||
itemObject = newItem;
|
||||
SetIcon(newItem);
|
||||
isFull = true;
|
||||
}
|
||||
|
||||
public void ClearSlot()
|
||||
{
|
||||
itemObject = null;
|
||||
icon.sprite = null;
|
||||
icon.enabled = false;
|
||||
isFull = false;
|
||||
}
|
||||
|
||||
private void SetIcon(ItemObject newItem)
|
||||
{
|
||||
if (newItem.type == ItemType.Food)
|
||||
{
|
||||
icon.sprite = newItem.foodIcon;
|
||||
}
|
||||
else if (newItem.type == ItemType.Recipe)
|
||||
{
|
||||
icon.sprite = newItem.recipeIcon;
|
||||
}
|
||||
else
|
||||
{
|
||||
icon.sprite = newItem.moneyIcon;
|
||||
}
|
||||
icon.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
32
Assets/Logic/UI/UIQueue.cs
Normal file
32
Assets/Logic/UI/UIQueue.cs
Normal file
@ -0,0 +1,32 @@
|
||||
using Logic.Inventory.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.UI
|
||||
{
|
||||
public class UIQueue : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private UIInventorySlot uiInventorySlot;
|
||||
public GameObject queueWrapper;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
foreach (var child in queueWrapper.GetComponentsInChildren<UIInventorySlot>())
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void Add(ItemObject item)
|
||||
{
|
||||
UIInventorySlot uiQueueSlot = Instantiate(uiInventorySlot) as UIInventorySlot;
|
||||
uiQueueSlot.transform.SetParent(queueWrapper.transform, false);
|
||||
uiQueueSlot.AddItem(item);
|
||||
Canvas.ForceUpdateCanvases();
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
Destroy(queueWrapper.GetComponentsInChildren<UIInventorySlot>()[0].gameObject);
|
||||
}
|
||||
}
|
||||
}
|
37
Assets/Logic/UI/UIQueueManager.cs
Normal file
37
Assets/Logic/UI/UIQueueManager.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using Logic.Inventory.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.UI
|
||||
{
|
||||
public enum QueueType
|
||||
{
|
||||
ReadyQueue,
|
||||
ProgressQueue
|
||||
}
|
||||
|
||||
public class UIQueueManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private UIQueue readyUIQueue;
|
||||
[SerializeField] private UIQueue progressUIQueue;
|
||||
|
||||
public void Add(ItemObject item, QueueType type)
|
||||
{
|
||||
if (type == QueueType.ProgressQueue)
|
||||
{
|
||||
progressUIQueue.Add(item);
|
||||
return;
|
||||
}
|
||||
readyUIQueue.Add(item);
|
||||
}
|
||||
|
||||
public void Remove(QueueType type)
|
||||
{
|
||||
if (type == QueueType.ProgressQueue)
|
||||
{
|
||||
progressUIQueue.Remove();
|
||||
return;
|
||||
}
|
||||
readyUIQueue.Remove();
|
||||
}
|
||||
}
|
||||
}
|
12
Assets/Logic/UI/UITableComponent.cs
Normal file
12
Assets/Logic/UI/UITableComponent.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Logic.UI
|
||||
{
|
||||
public class UITableComponent : MonoBehaviour
|
||||
{
|
||||
public Text tableValue;
|
||||
public Text statusValue;
|
||||
public UIInventorySlot inventorySlot;
|
||||
}
|
||||
}
|
44
Assets/Logic/UI/UITableManager.cs
Normal file
44
Assets/Logic/UI/UITableManager.cs
Normal file
@ -0,0 +1,44 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Logic.Graph;
|
||||
using Logic.Inventory.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.UI
|
||||
{
|
||||
public class UITableManager : MonoBehaviour
|
||||
{
|
||||
private void Awake()
|
||||
{
|
||||
_tableUIComponents = gameObject.transform.GetComponentsInChildren<UITableComponent>().ToList();
|
||||
int i = 0;
|
||||
foreach (UITableComponent component in _tableUIComponents)
|
||||
{
|
||||
component.tableValue.text = i.ToString();
|
||||
component.statusValue.text = TableState.Empty.ToString();
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
private List<UITableComponent> _tableUIComponents;
|
||||
|
||||
public void ChangeStatus(int tableNumber, TableState state)
|
||||
{
|
||||
if (tableNumber >= 0 && tableNumber <= _tableUIComponents.Count)
|
||||
{
|
||||
_tableUIComponents[tableNumber].statusValue.text = state.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeItem(int tableNumber, ItemObject itemObject)
|
||||
{
|
||||
if (tableNumber >= 0 && tableNumber <= 8)
|
||||
{
|
||||
_tableUIComponents[tableNumber].inventorySlot.ClearSlot();
|
||||
if (itemObject == null)
|
||||
return;
|
||||
_tableUIComponents[tableNumber].inventorySlot.AddItem(itemObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
24
Assets/Logic/UIManager.cs
Normal file
24
Assets/Logic/UIManager.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using Logic.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic
|
||||
{
|
||||
public class UIManager : MonoBehaviour
|
||||
{
|
||||
#region Singleton
|
||||
|
||||
public static UIManager Instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public Canvas canvas;
|
||||
public UITableManager uiTableManager;
|
||||
public UIQueueManager uiQueueManager;
|
||||
public UIInventoryManager uiInventoryManager;
|
||||
}
|
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}
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||||
"com.unity.test-framework": {
|
||||
"version": "1.1.22",
|
||||
"depth": 0,
|
||||
|
@ -28,6 +28,7 @@ GraphicsSettings:
|
||||
m_LensFlare:
|
||||
m_Mode: 1
|
||||
m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_VideoShadersIncludeMode: 2
|
||||
m_AlwaysIncludedShaders:
|
||||
- {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
|
||||
@ -36,8 +37,7 @@ GraphicsSettings:
|
||||
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_PreloadedShaders: []
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
||||
type: 0}
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_CustomRenderPipeline: {fileID: 0}
|
||||
m_TransparencySortMode: 0
|
||||
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
|
||||
@ -59,5 +59,5 @@ GraphicsSettings:
|
||||
m_AlbedoSwatchInfos: []
|
||||
m_LightsUseLinearIntensity: 0
|
||||
m_LightsUseColorTemperature: 0
|
||||
m_DefaultRenderingLayerMask: 1
|
||||
m_LogWhenShaderIsCompiled: 0
|
||||
m_AllowEnlightenSupportForUpgradedProject: 0
|
||||
|
@ -12,11 +12,11 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_EnablePreviewPackages: 0
|
||||
m_EnablePreviewPackages: 1
|
||||
m_EnablePackageDependencies: 0
|
||||
m_AdvancedSettingsExpanded: 1
|
||||
m_ScopedRegistriesSettingsExpanded: 1
|
||||
oneTimeWarningShown: 0
|
||||
oneTimeWarningShown: 1
|
||||
m_Registries:
|
||||
- m_Id: main
|
||||
m_Name:
|
||||
|
@ -3,7 +3,12 @@
|
||||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
tags:
|
||||
- TableStatusUI
|
||||
- UITableNumber
|
||||
- UITableStatus
|
||||
- UIKitchenQueue
|
||||
- KitchenQueue
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
@ -12,8 +17,8 @@ TagManager:
|
||||
- Water
|
||||
- UI
|
||||
- Walls
|
||||
-
|
||||
-
|
||||
- Node
|
||||
- Table
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Loading…
Reference in New Issue
Block a user