void updateInput() { if (_isTouched) { gameObject.transform.position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, gameObject.transform.position.z); if (Level.instance.getNearestChair(Input.mousePosition) != null) { if (!Level.instance.getNearestChair(Input.mousePosition).isLeft) { gameObject.transform.rotation = Quaternion.AngleAxis(180, new Vector3(0, 1, 0)); } else { gameObject.transform.rotation = Quaternion.AngleAxis(0, new Vector3(0, 1, 0)); } _sprite.Play("sit_happy"); } else if (Level.instance.getNearestSeating(Input.mousePosition) != null) { if (!Level.instance.getNearestSeating(Input.mousePosition).isLeft) { gameObject.transform.rotation = Quaternion.AngleAxis(180, new Vector3(0, 1, 0)); } else { gameObject.transform.rotation = Quaternion.AngleAxis(0, new Vector3(0, 1, 0)); } _sprite.Play("sit_happy"); } else { _sprite.Play("hello"); } if (Input.GetMouseButtonUp(0)) { if (Level.instance.getNearestChair(Input.mousePosition) != null) { ChairObject chair = Level.instance.getNearestChair(Input.mousePosition); if (chair.isFree) { if (!chair.isLeft) { gameObject.transform.rotation = Quaternion.AngleAxis(180, new Vector3(0, 1, 0)); } // replace this hell to method gameObject.transform.position = new Vector3(chair.gameObject.transform.position.x + _desc.seatOffset.x, chair.gameObject.transform.position.y + _desc.seatOffset.y, -1); seatPosition = chair; placement.isFree = true; if (waitSeatPosition) { waitSeatPosition.isFree = true; } chair.isFree = false; chair.customer = this; setState(CustomerStateDeprecated.MAKE_ORDER); } } else if (Level.instance.getNearestSeating(Input.mousePosition) != null) { SeatPlaceObject seat = Level.instance.getNearestSeating(Input.mousePosition); if (seat.isFree) { if (!seat.isLeft) { gameObject.transform.rotation = Quaternion.AngleAxis(180, new Vector3(0, 1, 0)); } // replace this hell to method gameObject.transform.position = new Vector3(seat.gameObject.transform.position.x + _desc.seatOffset.x, seat.gameObject.transform.position.y + _desc.seatOffset.y, -1); waitSeatPosition = seat; placement.isFree = true; seat.isFree = false; seat.customer = this; setState(CustomerStateDeprecated.WAITING_SIT); } } else { gameObject.transform.position = placement.transform.position; } _isTouched = false; } } }
void updateInput() { if (_isTouched) { gameObject.transform.position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, gameObject.transform.position.z); if (Level.instance.getNearestChair(Input.mousePosition) != null) { if (!Level.instance.getNearestChair(Input.mousePosition).isLeft) gameObject.transform.rotation = Quaternion.AngleAxis(180, new Vector3(0, 1, 0)); else gameObject.transform.rotation = Quaternion.AngleAxis(0, new Vector3(0, 1, 0)); _sprite.Play("sit_happy"); } else if(Level.instance.getNearestSeating(Input.mousePosition) != null) { if (!Level.instance.getNearestSeating(Input.mousePosition).isLeft) gameObject.transform.rotation = Quaternion.AngleAxis(180, new Vector3(0, 1, 0)); else gameObject.transform.rotation = Quaternion.AngleAxis(0, new Vector3(0, 1, 0)); _sprite.Play("sit_happy"); } else { _sprite.Play("hello"); } if (Input.GetMouseButtonUp(0)) { if (Level.instance.getNearestChair(Input.mousePosition) != null) { ChairObject chair = Level.instance.getNearestChair(Input.mousePosition); if (chair.isFree) { if (!chair.isLeft) { gameObject.transform.rotation = Quaternion.AngleAxis(180, new Vector3(0, 1, 0)); } // replace this hell to method gameObject.transform.position = new Vector3(chair.gameObject.transform.position.x+_desc.seatOffset.x, chair.gameObject.transform.position.y+_desc.seatOffset.y, -1); seatPosition = chair; placement.isFree = true; if (waitSeatPosition) waitSeatPosition.isFree = true; chair.isFree = false; chair.customer = this; setState(CustomerStateDeprecated.MAKE_ORDER); } } else if (Level.instance.getNearestSeating(Input.mousePosition) != null) { SeatPlaceObject seat = Level.instance.getNearestSeating(Input.mousePosition); if (seat.isFree) { if (!seat.isLeft) { gameObject.transform.rotation = Quaternion.AngleAxis(180, new Vector3(0, 1, 0)); } // replace this hell to method gameObject.transform.position = new Vector3(seat.gameObject.transform.position.x+_desc.seatOffset.x, seat.gameObject.transform.position.y+_desc.seatOffset.y, -1); waitSeatPosition = seat; placement.isFree = true; seat.isFree = false; seat.customer = this; setState(CustomerStateDeprecated.WAITING_SIT); } } else { gameObject.transform.position = placement.transform.position; } _isTouched = false; } } }