Example #1
0
	// Update is called once per frame
	void Update () {
		if(foodGiven)
			foodPickedUp();
		if (state != stoveStates.COOKING && state != stoveStates.FOOD_READY) {
			if(foodQueue.Count != 0){
				currentFood = foodQueue.Dequeue();
				foodCount = foodQueue.Count;
				state = stoveStates.COOKING;
				StartCoroutine(cookFood());
			}
		}
	}
Example #2
0
	private IEnumerator cookFood(){
		float timer = 0;
		GameObject newPot = (GameObject)Instantiate(pot, new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 1, this.gameObject.transform.position.z), Quaternion.identity);
		newPot.tag = "Food";
		while(timer < cookTime) {
			timer += Time.deltaTime;

			yield return null;
		}
		Destroy (newPot);
		//Debug.Log ("FINISHED COOKING");
		state = stoveStates.FOOD_READY;
		//Instantiate(GameObject.Find("TomatoSoup"), new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 1, this.gameObject.transform.position.z), Quaternion.identity);
		//foodModel = (GameObject)Instantiate(currentFood.recipe.GetComponent<Food>().model, new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 1, this.gameObject.transform.position.z), Quaternion.identity);
		clocheDestroy = (GameObject)Instantiate(cloche, new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 1, this.gameObject.transform.position.z), Quaternion.identity);
		clocheDestroy.tag = "Food";
	}
Example #3
0
	public void reset()
	{
		currentFood = null;
		state = stoveStates.FREE;
		foodQueue = new Queue<FoodScript> ();
		hasWaiter = false;
		foodGiven = false;
		foodCount = 0;
	}
Example #4
0
	public void foodPickedUp() {
		hasWaiter = false;
		//Destroy (foodModel);'
		Destroy (clocheDestroy);
		state = stoveStates.FREE;
		currentFood = null;
		foodGiven = false;
	}
Example #5
0
 public void Reset ()
 {
     StopAllCoroutines();
     state = stoveStates.FREE;
     foodQueue = new Queue<FoodScript>();
 }