//this function is called whenever the conditions are a bit difficult to stop the patience timer within a customer state public void UpdateCustomerSatisfaction() { MNode node = GameManager.Instance.SearchEquivalentNode(GetPositionInTilemap(), label); float ticketValue = node.GetTicketValue(); //it is assumed that when this function is called that the customer's patience meter is on and active float grade = patience.ResetPatience(); satisfaction.ComputeSatisfaction(grade, ticketValue); }
public void UpdateCustomerSatisfaction(Customer customer) { //customer is in the bed's item node at this point MNode node = GameManager.Instance.SearchEquivalentNode(customer.GetPositionInTilemap(), customer.label); float ticketValue = node.GetTicketValue(); //it is assumed that when this function is called that the customer's patience meter is on and active float grade = alarm.ResetAlarm(); customer.satisfaction.ComputeSatisfaction(grade, ticketValue); }
private bool CheckPlayerPositionRequirements(MNode node, out float ticketValue) { ticketValue = node.GetTicketValue(); return(node.GetPositionInTileMap() == dropoffPoint); }