/// <summary> /// Constructor for new vending machine. Inventory is automatically stocked when creating the machine. /// </summary> public VendingMachine(IInventorySource inventorySource, ITransactionLogger transactionLogger) { this.inventorySource = inventorySource; this.transactionLogger = transactionLogger; inventory = inventorySource.GetInventory(); }
/// <summary> /// Awake is called after all objects are initialized so you can safely speak to other objects. This is where /// reference can be associated. /// </summary> public override void Awake() { base.Awake(); // If the input source is still null, see if we can grab a local input source if (mInventorySource == null && mMotionController != null) { mInventorySource = mMotionController.gameObject.GetComponent <IInventorySource>(); } }
/// <summary> /// Clear this instance. /// </summary> public override void Clear() { InventorySource = null; ItemID = null; SlotID = null; WeaponSetID = null; Form = 0; base.Clear(); }
/// <summary> /// Awake is called after all objects are initialized so you can safely speak to other objects. This is where /// reference can be associated. /// </summary> public override void Awake() { base.Awake(); // Object that will provide access to attributes if (_InventorySourceOwner != null) { mInventorySource = InterfaceHelper.GetComponent <IInventorySource>(_InventorySourceOwner); } // If the input source is still null, see if we can grab a local input source if (mInventorySource == null && mMotionController != null) { mInventorySource = InterfaceHelper.GetComponent <IInventorySource>(mMotionController.gameObject); if (mInventorySource != null) { _InventorySourceOwner = mMotionController.gameObject; } } }