public MealFactory(MealRequirements requirements) { if (!requirements.IsHuman) { _factory = (IMealFactory) new Ogre(); } else { switch (requirements.mealTime) { case 0: _factory = (IMealFactory) new Breakfast(); break; case 1: _factory = (IMealFactory) new Lunch(); break; case 2: _factory = (IMealFactory) new DinDin(); break; default: _factory = (IMealFactory) new Breakfast(); break; } } _requirements = requirements; }
void Start() { requirements = gameObject.AddComponent <MealRequirements>(); requirements.mealTime = Mathf.Max(mealTime); requirements.competence = competence; requirements.IsHuman = IsHuman; }
public IMeal Create(MealRequirements requirements) { if (requirements.competence) { return(new Chili()); } else { return(new Rice()); } }
public IMeal Create(MealRequirements requirements) { if (requirements.competence) { return(new Burger()); } else { return(new Chips()); } }
public IMeal Create(MealRequirements requirements) { if (requirements.competence) { return(new Omelette()); } else { return(new Toast()); } }
public IMeal Create(MealRequirements requirements) { return(new Onion()); }