//아래는 버튼에 사용한 스크립트입니다. public void ResistanceItemBuy() //아이템 구매 { if (InventoryInfo.money - 12000 < 0) { return; } if (InventoryInfo.resistance == false) { InventoryInfo.money -= 12000; InventoryInfoScript.MoneyGainEffect(-12000); InventoryInfo.resistance = true; } }
void Order() { if (isChanged) { orderCount--; nvAgent.enabled = false; transform.position = new Vector3(ChairInfo.chairs[chairNum].pos.x, ChairInfo.chairs[chairNum].pos.y + 1.3f, ChairInfo.chairs[chairNum].pos.z); transform.rotation = ChairInfo.chairs[chairNum].rot; if (!wasOrdered) { transform.position += transform.forward * 0.8f; wasOrdered = false; } animator.SetInteger("State", 1); ownedUI = Instantiate(GuestOwnedPrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); ownedUI.gameObject.transform.SetParent(GuestOwnedParent, false); isChanged = false; time = 0; } //시간이 다 되면 주문 생까고 나가기 time += Time.deltaTime; if (time > 40.0f) { if (InventoryInfo.reputation - 1 >= -10 && InventoryInfo.reputation - 1 <= 10) { InventoryInfo.reputation--; } isChanged = true; if (ownedUI) { Destroy(ownedUI.gameObject); } animator.SetInteger("State", 2); myState = NormalGuestState.FindDoorOut; } if (Vector3.Distance(transform.position, PlayerLocation.transform.position) < 2.8f && guestOrderedFood == Player.playerOwnedFood) //음식 전달. 숫자 조절하면 거리 달라짐 { foreach (KeyValuePair <UIController.Food, int> items in foodSellPrice) //음식 가격에 맞추어 돈벌기 { if (guestOrderedFood == items.Key) { InventoryInfo.money += items.Value; InventoryInfoScript.MoneyGainEffect(items.Value); } } Player.playerOwnedFood = UIController.Food.Nothing; myState = NormalGuestState.SitAndEat; if (ownedUI) { Destroy(ownedUI.gameObject); } isChanged = true; } }