Beispiel #1
0
    public void BossItemGiv(CustomerControl customer)
    {
        GameObject  OuttedPrice;
        Rigidbody2D Pricerigid;
        Vector2     outPower;
        Transform   PriceOutPos = GameObject.Find("Price_Position").transform;

        OuttedPrice = Instantiate(customer.CustomerPrice, PriceOutPos);
        Pricerigid  = OuttedPrice.GetComponent <Rigidbody2D>();
        outPower    = new Vector2(-3f, Random.Range(5f, 6f));
        Pricerigid.AddForce(outPower, ForceMode2D.Impulse);
        Pricerigid.AddTorque(90f);
    }
    void Update()
    {
        if (isOrder)//주문하고 물건을 받을때 isOrder는 true가 된다.
        {
            if (customerManager.firstAlert)
            {
                customerManager.EndAlert();
            }
            Orderd.Ordering = true;
            GameObject CompletedMedicine = GameObject.Find("CompleteMedicine(Clone)");
            if (CompletedMedicine != null)
            {
                if (Orderd.IsComplete)
                {
                    isOrder           = false;
                    isWaiting         = false;
                    Orderd.IsComplete = false;

                    CompletedMedicine.name = "CompleteMedicine(Clone)(Get)";
                    Transform CompletedMedicineTrans = CompletedMedicine.transform;
                    CompletedMedicineTrans.SetParent(GrapPoint);
                    CompletedMedicineTrans.localPosition = Vector3.zero;

                    Vector3 backPos = transform.position;
                    backPos.z          = -2;
                    transform.position = backPos;

                    for (int index = 0; index <= 2; index++)
                    {
                        int checkNum = Array.IndexOf <int>(WantPotionType, ComPotionParmeter.PotionType[index]);
                        if (checkNum >= 0)
                        {
                            EmotionCount           += 1f;
                            StatusManager.EvaPoint += EvaUpPoint;
                            AllEvaPoint            += EvaUpPoint;
                            isOk = true;
                        }
                        else
                        {
                            EmotionCount           -= 1f;
                            StatusManager.EvaPoint -= EvaDownPoint;
                            AllEvaPoint            -= EvaDownPoint;
                        }
                    }
                    if (EmotionCount > 1f)
                    {
                        StartCoroutine("GoodEmotion");
                    }
                    else if (EmotionCount <= 1f && EmotionCount >= -1f)
                    {
                        StartCoroutine("SosoEmotion");
                    }
                    else if (EmotionCount < 1f)
                    {
                        StartCoroutine("BadEmotion");
                    }
                    if (isOk)//원하는 포션을 받았을 경우
                    {
                        AddInFlu.MoveInfluenceFunc(AddInfluNum);
                        //int PricePersent = Random.Range(0, PriceMaxNum);
                        //if (PricePersent >= PriceMinNum)
                        //{
                        GameObject  OuttedPrice;   //일정 확률로 재료를 보상으로 준다.
                        Rigidbody2D Pricerigid;
                        Vector3     outPower;
                        Transform   PriceOutPos = GameObject.Find("Price_Position").transform;
                        int         PriceDice   = UnityEngine.Random.Range(0, 2);
                        if (!isDebuff)
                        {
                            switch (PriceDice)
                            {
                            case 0:
                                OuttedPrice = Instantiate(CustomerPrice, PriceOutPos);
                                Pricerigid  = OuttedPrice.GetComponent <Rigidbody2D>();
                                outPower    = new Vector2(-3f, UnityEngine.Random.Range(5f, 6f));
                                Pricerigid.AddForce(outPower, ForceMode2D.Impulse);
                                Pricerigid.AddTorque(90f);
                                break;

                            case 1:
                                OuttedPrice = Instantiate(CustomerPrice2, PriceOutPos);
                                Pricerigid  = OuttedPrice.GetComponent <Rigidbody2D>();
                                outPower    = new Vector2(-3f, UnityEngine.Random.Range(5f, 6f));
                                Pricerigid.AddForce(outPower, ForceMode2D.Impulse);
                                Pricerigid.AddTorque(90f);
                                break;

                            case 2:
                                OuttedPrice = Instantiate(CustomerPrice3, PriceOutPos);
                                Pricerigid  = OuttedPrice.GetComponent <Rigidbody2D>();
                                outPower    = new Vector2(-3f, UnityEngine.Random.Range(5f, 6f));
                                Pricerigid.AddForce(outPower, ForceMode2D.Impulse);
                                Pricerigid.AddTorque(90f);
                                break;
                            }
                        }
                        // }
                    }
                    else
                    {
                        AddInFlu.MoveInfluenceFunc(-AddInfluNum);
                    }
                    StatusManager.Point      += (int)(Orderd.AllPrice * customerManager.UpPrice);
                    StatusManager.TodayPoint += (int)(Orderd.AllPrice * customerManager.UpPrice);

                    if (isDebuff)
                    {
                        StatusManager.Point      += 1000;
                        StatusManager.TodayPoint += 1000;
                    }

                    State.GUIPopUp((int)(Orderd.AllPrice * customerManager.UpPrice), AllEvaPoint);
                    Orderd.AllPrice = 0;
                    customerManager.OrderEnd(gameObject);
                    isBuy  = true;
                    isBack = true;
                    StartCoroutine("TurnBack");
                    ComPotionParmeter.Reset();
                }
            }
            if (TimeManager.nowFlow)
            {
                WaitTime++;
            }
            else
            {
                WaitTime += 0;
            }
        }
        else if (isMarchent)//상인이 온 경우
        {
            Orderd.Ordering = false;
            if (MarchentManager.BuyCount > 2 || CustomerManager.AnSaYo == true)
            {
                isOrder    = false;
                isMarchent = false;
                isWaiting  = false;
                customerManager.MarchentEnd(gameObject);
                MarchentManager.BuyCount = 0;

                isBack = true;
                Vector3 backPos = transform.position;
                backPos.z              = -2;
                transform.position     = backPos;
                CustomerManager.AnSaYo = false;
                StartCoroutine("TurnBack");
            }
            if (TimeManager.nowFlow)
            {
                WaitTime++;
            }
            else
            {
                WaitTime += 0;
            }
        }
        else if (isWaiting)//단순 기다리는 경우
        {
            return;
        }
        else if (isGoHome)//밤 시간이 되어 집으로 가라는 경우
        {
            if (customerManager.firstAlert)
            {
                customerManager.EndAlert();
            }
            if (!isOrder)
            {
                // customerManager.EndAlert();
                Orderd.Ordering = false;
                isOrder         = false;
                isWaiting       = false;
                isBack          = true;
                customerManager.OrderEnd(gameObject);
                customerManager.MarchentEnd(gameObject);
                MarchentManager.BuyCount = 0;

                StartCoroutine("TurnBack");
                isGoHome = false;
                WaitTime = 0;
            }
        }

        else if (isBack)//포션을 받고 돌아가는 경우
        {
            if (customerManager.firstAlert)
            {
                customerManager.EndAlert();
            }
            StopWait = true;
            if (isBuy)
            {
                animator.SetBool("CantBuy", true);
            }
            else
            {
                animator.SetBool("NoItemBuy", true);
            }
            Orderd.Ordering = false;
            isOrder         = false;
            isWaiting       = false;
            if (transform.position.x > 10f)
            {
                customerManager.SpawnCount--;
                Destroy(gameObject);
                isBack = false;
            }
            Vector3 nextPos = transform.position;
            nextPos.x         += 3f * Time.deltaTime;
            transform.position = nextPos;
        }
        else if (customerManager.CustomersPos[customerManager.Customers.IndexOf(gameObject)].x < transform.position.x)//손님의 위치에 따라서 움직이는지 안 움직이는지 여부를 확인함
        {
            animator.SetBool("IsWalking", true);
            Vector3 nextPos = transform.position;
            nextPos.x         -= 3f * Time.deltaTime;
            transform.position = nextPos;
        }
        else if (customerManager.CustomersPos[customerManager.Customers.IndexOf(gameObject)].x >= transform.position.x)//카운터 앞으로 이동한 경우
        {
            animator.SetBool("IsWalking", false);
            // Orderd.Ordering = true;
            if (customerManager.Customers.IndexOf(gameObject) == 0)
            {
                if (Orderd.isReadySell)
                {
                    switch (CustomerType)
                    {
                    case "A":
                        isWaiting  = false;
                        isOrder    = true;
                        isMarchent = false;
                        customerManager.CustomerOrder(this);
                        break;

                    case "B":
                        isWaiting       = false;
                        isOrder         = false;
                        isMarchent      = true;
                        Orderd.Ordering = false;
                        customerManager.CustomerOrder(this);
                        break;

                    case "C":
                        isWaiting  = false;
                        isOrder    = true;
                        isMarchent = false;
                        //Orderd.Ordering = false;
                        customerManager.CustomerOrder(this);
                        break;
                    }
                }
                else
                {
                    customerManager.StartAlert(this);
                }

                if (TimeManager.nowFlow)
                {
                    WaitTime++;
                }
                else
                {
                    WaitTime += 0;
                }
            }
        }
        if (WaitTime >= 60 * (CustomerWaitLimit + FurnitureEffect.Furniture3Effect)) //대기 시간이 모두 되었을때 발동
        {
            StartCoroutine("BadEmotion");
            if (customerManager.firstAlert)
            {
                customerManager.EndAlert();
            }
            Vector3 backPos = transform.position;
            backPos.z          = -2;
            transform.position = backPos;
            if (isMarchent)
            {
                customerManager.MarchentEnd(gameObject);
                Orderd.Ordering = false;
                isMarchent      = false;
            }
            else
            {
                AddInFlu.MoveInfluenceFunc(-10);
                Orderd.Ordering         = false;
                StatusManager.EvaPoint -= EvaDownPoint;;
                customerManager.OrderEnd(gameObject);
            }
            isOrder   = false;
            isWaiting = false;
            isBack    = true;
            StartCoroutine("TurnBack");
            WaitTime = 0;
        }
    }