Beispiel #1
0
    // Update is called once per frame
    private void Update()
    {
        switch (state)
        {
        case State.FindingSeat:
        {
            text.text = "Finding Seat";
            if (seat == null)
            {
                subText.text = "Seat Not Found";
                if (newDestinationTimer > 0)
                {
                    newDestinationTimer -= Time.deltaTime;
                }
                else
                {
                    newDestinationTimer = timeToWaitBeforeLookingForDestinationAgain;
                    seat = movement.GoToRandomSeat();
                }
            }
            else
            {
                subText.text = "Seat Found";
                if (movement.IsAtLocation(seat.transform.position))
                {
                    seat.isOccupied    = true;
                    transform.rotation = Quaternion.Euler(0f, 0f, 0f);
                    state = State.WaitingToOrder;
                }
            }

            break;
        }

        case State.WaitingToOrder:
        {
            text.text            = "Waiting To Order";
            subText.text         = $"{Mathf.Ceil(timeLeftStateSwitch)}";
            timeLeftStateSwitch -= Time.deltaTime;
            if (timeLeftStateSwitch <= 0)
            {
                timeLeftStateSwitch     =
                    timeLeftStateSwitch = Random.Range(timeStateSwitchMin, timeStateSwitchMax);
                ;
                state = State.WaitingToReceiveOrder;
            }

            break;
        }

        case State.WaitingToReceiveOrder:
        {
            text.text            = "Waiting To Receive Order";
            subText.text         = $"{Mathf.Ceil(timeLeftStateSwitch)}";
            timeLeftStateSwitch -= Time.deltaTime;
            if (timeLeftStateSwitch <= 0)
            {
                timeLeftStateSwitch     =
                    timeLeftStateSwitch = Random.Range(timeStateSwitchMin, timeStateSwitchMax);
                ;
                state         = State.Eating;
                timeLeftToEat = timeLeftStateSwitch = Random.Range(timeToEatMin, timeToEatMax);
            }

            break;
        }

        case State.Eating:
        {
            text.text      = "Eating";
            subText.text   = $"{Mathf.Ceil(timeLeftStateSwitch)}";
            timeLeftToEat -= Time.deltaTime;
            if (timeLeftToEat <= 0)
            {
                subText.text         = $"{Mathf.Ceil(timeLeftStateSwitch)}";
                timeLeftStateSwitch -= Time.deltaTime;
                if (timeLeftStateSwitch <= 0)
                {
                    timeLeftStateSwitch     =
                        timeLeftStateSwitch = Random.Range(timeStateSwitchMin, timeStateSwitchMax);
                    ;
                    state = State.WaitingToPay;
                }
            }

            break;
        }

        case State.WaitingToPay:
        {
            text.text            = "Waiting To Pay";
            subText.text         = $"{Mathf.Ceil(timeLeftStateSwitch)}";
            timeLeftStateSwitch -= Time.deltaTime;
            if (timeLeftStateSwitch <= 0)
            {
                timeLeftStateSwitch     =
                    timeLeftStateSwitch = Random.Range(timeStateSwitchMin, timeStateSwitchMax);
                ;
                state = State.Leaving;
            }

            break;
        }

        case State.Leaving:
        {
            text.text = "Leaving";
            if (seat != null)
            {
                subText.text        = "Exit Not Found";
                seat.isAIGoingForIt = false;
                seat.isOccupied     = false;
                seat = null;
                exit = movement.GoToExit();
                newDestinationTimer = timeToWaitBeforeLookingForDestinationAgain;
            }
            else
            {
                if (exit == null)
                {
                    subText.text = "Exit Not Found";
                    if (newDestinationTimer > 0)
                    {
                        newDestinationTimer -= Time.deltaTime;
                    }
                    else
                    {
                        newDestinationTimer = timeToWaitBeforeLookingForDestinationAgain;
                        exit = movement.GoToExit();
                    }
                }
                else
                {
                    subText.text = "Exit Found";
                    if (movement.IsAtLocation(exit.transform.position))
                    {
                        transform.rotation = Quaternion.Euler(0f, 0f, 0f);
                        state = State.Inactive;
                    }
                }
            }

            break;
        }

        case State.Inactive:
        {
            text.text            = "Inactive";
            subText.text         = $"{Mathf.Ceil(timeLeftStateSwitch)}";
            timeLeftStateSwitch -= Time.deltaTime;
            if (timeLeftStateSwitch <= 0)
            {
                timeLeftStateSwitch     =
                    timeLeftStateSwitch = Random.Range(timeStateSwitchMin, timeStateSwitchMax);
                state = State.FindingSeat;
            }

            break;
        }

        default:
            throw new ArgumentOutOfRangeException();
        }
    }