Esempio n. 1
0
 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);
     }
 }
Esempio n. 2
0
 public void UpgradeBarn()
 {
     if (state == BarnState.Level1)
     {
         state = BarnState.Level2;
     }
     else if (state == BarnState.Level2)
     {
         state = BarnState.Level3;
     }
 }
Esempio n. 3
0
 // 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);;
 }
Esempio n. 4
0
 // 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);
         }
     }
 }