/// <summary> /// 2つの食べ物の調理の関数 /// 時間経過で料理に変える /// </summary> IEnumerator CookingDouble() { if (IsCooking) { if (!IsGauge) { _GaugeUIScript.SetGaugeUIPot(this.transform.position); IsGauge = true; audioCookPot.Play(); } if (PotArray[0].gameObject.tag == "egg" && PotArray[1].gameObject.tag == "tmt" || PotArray[1].gameObject.tag == "egg" && PotArray[0].gameObject.tag == "tmt") { yield return(new WaitForSeconds(ConstGaugeUI.ConstUI.POT_COOKING_TIME)); GameObject obj = GameObject.FindGameObjectWithTag("Food"); GameObject instance = (GameObject)Instantiate(Soup, new Vector3(this.transform.position.x + 1.0f, this.transform.position.y, this.transform.position.z), Quaternion.identity); instance.transform.parent = obj.transform; //食材をfoodの子に obj.GetComponent <Foodselect1>().AddFood(instance.transform); //Debug.Log("soup"); OpScript.CookF(); } else { yield return(new WaitForSeconds(ConstGaugeUI.ConstUI.POT_COOKING_TIME)); } Reset(); audioCookPot.Stop(); ChangeMode(Mode.Stay); } }
/*================================================== * オムライス調理メソッド関数 * withコルーチン * ==================================================*/ IEnumerator CookRiceOmelet() { if (IsCookFPan) { if (!IsGauge) { CallUI.SetGaugeUIFlyingPan(this.transform.position); IsGauge = true; audioCookFP.Play(); } OpScript.CookF(); yield return(new WaitForSeconds(5)); GameObject obj = GameObject.FindGameObjectWithTag("Food"); // 料理の生成場所を設定できる(生成対象オブジェクト、生成座標、生成初期角度) GameObject instance = (GameObject)Instantiate(Omrice, new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z), Quaternion.identity); instance.transform.parent = obj.transform; //コピー食材をfoodの子に obj.GetComponent <Foodselect1>().AddFood(instance.transform); Reset(); audioCookFP.Stop(); } }