public void StartProcessingHay() { if (!progressBar.IsActive()) { state = BarnState.Processing; progressBar.SetActive(true); gameObject.GetComponent <MeshRenderer>().material = testProcessHayMaterial; //TODO: delete this after finish testing gameObject.GetComponent <PUN2_BarnSync>().callChangeState(2); } }
public void UpgradeBarn() { if (state == BarnState.Level1) { state = BarnState.Level2; } else if (state == BarnState.Level2) { state = BarnState.Level3; } }
// Deplete bale if there's any in the barn and return whether there's bale to take in the first place public bool GetBale() { if (state == BarnState.HasBale) { progressBar.SetValue(0, timeProcessHayRequired); progressBar.SetActive(false); gameObject.GetComponent <MeshRenderer>().material = testBarnMaterial; state = BarnState.Empty; gameObject.GetComponent <PUN2_BarnSync>().callChangeState(0); return(true); } return(false);; }
// Update is called once per frame void Update() { if (state == BarnState.Processing) { if (timeProcessingHay < timeProcessHayRequired) { timeProcessingHay += Time.deltaTime; progressBar.SetValue(timeProcessingHay, timeProcessHayRequired); } else { timeProcessingHay = 0f; state = BarnState.HasBale; progressBar.SetActive(false); gameObject.GetComponent <MeshRenderer>().material = testHasBaleMaterial; gameObject.GetComponent <PUN2_BarnSync>().callChangeState(1); } } }