Ejemplo n.º 1
0
 void Start()
 {
     //sets up the bools from other scripts
     fillScript    = GameObject.Find("pot with milk").GetComponent <growmilk>();
     heatScript    = GameObject.Find("Timer with dings").GetComponent <milktimer>();
     addScript     = GameObject.Find("pot with milk").GetComponent <addingredients>();
     stirScript    = GameObject.Find("stir bar").GetComponent <beatRhythm>();
     cutScript     = GameObject.Find("cut bar").GetComponent <curdCut>();
     drainScript   = GameObject.Find("pot with milk").GetComponent <drainCurd>();
     stretchScript = GameObject.Find("curd").GetComponent <stretchCurd>();
     //disable all the bools
     fillScript.enabled    = false;
     heatScript.enabled    = false;
     addScript.enabled     = false;
     stirScript.enabled    = false;
     cutScript.enabled     = false;
     drainScript.enabled   = false;
     stretchScript.enabled = false;
     //sets the default state
     currentState = CheeseState.Fill;
     Debug.Log("Current Script: Fill");
 }
Ejemplo n.º 2
0
 void Update()
 {
     if (currentState == CheeseState.Fill)
     {
         //enables the script
         fillScript.enabled = true;
         //when a bool that signifies that the state is complete, set the state to the next state
         if (fillScript.isFilled)
         {
             //disables the current script
             fillScript.enabled = false;
             //changes the state
             Debug.Log("Current Script: Heat");
             currentState = CheeseState.Heat;
         }
     }
     else if (currentState == CheeseState.Heat)
     {
         //enable the script
         heatScript.enabled = true;
         //when the countDownDone bool is true and the ding goes off, set the state to add
         //ding doesn't go off because it checks the bool first
         if (heatScript.dingDone)
         {
             //disables current script
             heatScript.enabled = false;
             //changes the state
             Debug.Log("Current Script: Add");
             currentState = CheeseState.Add;
         }
     }
     else if (currentState == CheeseState.Add)
     {
         addScript.enabled = true;
         if (addScript.rennetAdded)
         {
             addScript.enabled = false;
             Debug.Log("Current Script: Stir");
             currentState = CheeseState.Stir;
         }
     }
     else if (currentState == CheeseState.Stir)
     {
         stirScript.enabled = true;
         if (stirScript.stirDone)
         {
             stirScript.enabled = false;
             Debug.Log("Current Script: Cut");
             currentState = CheeseState.Cut;
         }
     }
     else if (currentState == CheeseState.Cut)
     {
         cutScript.enabled = true;
         if (cutScript.cutDone)
         {
             cutScript.enabled = false;
             Debug.Log("Current Script: Drain");
             currentState = CheeseState.Drain;
         }
     }
     else if (currentState == CheeseState.Drain)
     {
         drainScript.enabled = true;
         if (drainScript.drainDone)
         {
             drainScript.enabled = false;
             Debug.Log("Current Script: Stretch");
             currentState = CheeseState.Stretch;
         }
     }
     else if (currentState == CheeseState.Stretch)
     {
         stretchScript.enabled = true;
         if (stretchScript.stretched)
         {
             stretchScript.enabled = false;
             Debug.Log("Mozzarella Done!");
             //    Load the Next Scene, with the Cheese Stats intact
         }
     }
 }