Inheritance: UnityEngine.MonoBehaviour, ISelectable, IPickupable
 public StaffState(Staff staff)
 {
     supermarket = staff.Supermarket;
     moveControl = staff.MoveControl;
     animator = staff.Animator;
     this.staff = staff;
 }
 public StaffIdle(Staff staff, float duration=5)
     : base(staff)
 {
     animator.SetBool("isWalking", false);
     if (duration >= 0)
     {
         delay = staff.StartCoroutine(Delay(duration));
     }
 }
        public void Hire(Staff staff)
        {
            if (!hand.Carrying)
            {
                hiree = staff;                                          // Save reference
                hiree.gameObject.SetActive(true);                       // Enable
                hirePool.Remove(hiree);                                 // Remove from hire pool

                hand.Pickup(hiree, OnStaffHired, OnStaffHireCancel);    // put staff in hand
            }
        }
 void NotifyStaffHired(Staff staff)
 {
     foreach (IStaffManagerListener listener in listeners)
     {
         listener.OnStaffHired(staff);
     }
 }
 public WorkCheckout(Staff staff, Checkout checkout)
     : base(staff)
 {
     this.checkout = checkout;
 }
 public Stock(Staff staff)
     : base(staff)
 {
     animator.SetBool("isWalking", true);
 }
 public Wander(Staff staff)
     : base(staff)
 {
     animator.SetBool("isWalking", true);
     MoveToRandomPosition();
 }
 public StaffMoveToPosition(Staff staff, Vector3 position)
     : base(staff)
 {
     animator.SetBool("isWalking", true);
     moveControl.SetDestination(position);
 }
Ejemplo n.º 9
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 public void OnStaffHired(Staff staff)
 {
     NStaffText.text = staffManager.Staff.Count.ToString();
 }
Ejemplo n.º 10
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 public void DisplayStaff(Staff staff)
 {
 }