// Use this for initialization void Start() { startPosZ = transform.localPosition.z; posZ = startPosZ; // Debug.Log(startPosZ); pourState = PourState.Not_pouring; cocktail = GetComponentInParent <Cocktail>(); startPos = transform.localPosition; startScale = transform.localScale; drinkZ = transform.localScale.z; startScale = new Vector3(startScale.x, startScale.y, drinkZ); myMesh = GetComponent <MeshRenderer>(); }
public void FillUpWithBase(Ingredients.BaseType _baseType) { pourState = PourState.Pouring_Base; // scale += scaleGrowthRate * Time.deltaTime; // Debug.Log("Filling up drink with base!"); myBaseType = _baseType; switch (_baseType) { case Ingredients.BaseType.GIN: myMesh.material.color = Color.white; // Debug.Log("Pouring gin!"); break; case Ingredients.BaseType.WHISKY: myMesh.material.color = Color.yellow; // Debug.Log("Pouring whisky!"); break; case Ingredients.BaseType.RUM: myMesh.material.color = Color.red; // Debug.Log("Pouring rum!"); break; default: break; } if (drinkZ < maxDrinkZ) { FillUp(); cocktail.AddBase(_baseType); } else if (drinkZ >= maxDrinkZ) { Debug.Log("Drink is full!"); } }
public void FillUpWithMixer(Ingredients.MixerType _mixerType) { pourState = PourState.Pouring_Mixer; myMixerType = _mixerType; Debug.Log("Filling up drink with mixer!"); switch (_mixerType) { case Ingredients.MixerType.SODA: myMesh.material.color = Color.red; Debug.Log("pouring soda!"); break; case Ingredients.MixerType.JUICE: myMesh.material.color = Color.yellow; Debug.Log("pouring juice!"); break; case Ingredients.MixerType.TONIC_WATER: myMesh.material.color = Color.blue; Debug.Log("pouring tonic water!"); break; default: break; } // scale += scaleGrowthRate * Time.deltaTime; // FillUp(); if (drinkZ < maxDrinkZ) { FillUp(); cocktail.AddMixer(_mixerType); } else if (drinkZ >= maxDrinkZ) { Debug.Log("Drink is full!"); } }
public void StopFillingUp() { pourState = PourState.Not_pouring; }