// Start is called before the first frame update void Start() { Customer_Already_Serve = 0; the_Weapon_Collection_Point = FindObjectOfType <WeaponCollectionPoint>(); if (Customer_Already_Serve <= Customer.Count) { StartCoroutine("SpawnNextCustomer"); } }
void CheckWeapon() { WeaponCollectionPoint the_Weapon_Collection_Point = FindObjectOfType <WeaponCollectionPoint>(); StopCoroutine("CustomerIdling"); //check all types if correct if (customer_Order[GameManager.counterDay].weapon_Material == the_Weapon_Collection_Point.material_Type) { correct_Material = true; } if (customer_Order[GameManager.counterDay].weapon_Type == the_Weapon_Collection_Point.weapon_Type) { correct_Weapon_Type = true; } if (customer_Order[GameManager.counterDay].weapon_Enchantment == the_Weapon_Collection_Point.enchantment_Type) { correct_Enchantment = true; } if (correct_Enchantment && correct_Weapon_Type && correct_Material) { correct_Weapon = true; } if (GameManager.counterDay == 1) { if (correct_Material && correct_Weapon_Type) { if (this.name == "Antoine(Clone)") { AddKnightScore(); } if (this.name == "Solana(Clone)") { AddRougeScore(); } current_Voiceline = 4; } } else if (correct_Weapon) { if (this.name == "Antoine(Clone)") { AddKnightScore(); } if (this.name == "Solana(Clone)") { AddRougeScore(); } current_Voiceline = 5; } StartCoroutine("ExitingStore"); }