public static CoffeeStatusDTO ToContract(this CoffeeStatus coffeeStatus) { return(new CoffeeStatusDTO { Id = coffeeStatus.Id, Level = coffeeStatus.Level, Timestamp = coffeeStatus.Timestamp }); }
IEnumerator SpillCoroutine(GameObject cup_chld) { yield return(new WaitForSeconds(0.53f)); //wait for a certain amount of seconds CoffeeStatus coffee_status_script = this.GetComponent(typeof(CoffeeStatus)) as CoffeeStatus; //get the coffee status script if (coffee_status_script.GetStatus() != "empty") //if the coffee cup isn't empty... { float x_spill = cup_chld.transform.position.x; //get the position of the cup float z_spill = cup_chld.transform.position.z; float y_spill = cup_chld.transform.position.y - 0.2f; Vector3 spillPosition = new Vector3(x_spill, y_spill, z_spill); //change to a vector to determine exactly where to spawn the spill //Vector3 spillPosition = cup_chld.transform.position; Instantiate(spill_prefab, spillPosition, Quaternion.identity); //create the coffee spill here } //regardless of its empty status or not, we destroy the coffee object inside, and then the collider around it Destroy(coffee_chld); Destroy(this.gameObject); }