private void Queue(GameObject customer) { CustomerPatience patience = customer.GetComponent <CustomerPatience>(); SpriteRenderer renderer = customer.GetComponent <SpriteRenderer>(); Debug.Log(patience.GetInstanceID()); customersToSpawn.Enqueue(customer); renderer.enabled = false; patience.SetPatienceInteractibility(false); }
//private Vector3Int dropoffPoint = new Vector3Int(-8, 5, 0); //private Luggage dropoffItem = new Luggage(); //private Player receiver = null; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { customer = animator.gameObject.GetComponent <Customer>(); controller = customer.controller; patience = customer.patience; this.animator = animator; SubscribeEvents(); //turn the patience counter back on patience.SetPatienceInteractibility(true); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { customer = animator.gameObject.GetComponent <Customer>(); playerNode = customer.GetComponentInChildren <PlayerNode>(); patience = customer.patience; satisfaction = customer.satisfaction; renderer = customer.GetComponent <SpriteRenderer>(); this.animator = animator; receiver = customer; SubscribeEvents(); //turn the patience counter back on patience.SetPatienceInteractibility(true); }
public CustomerController Dequeue() { if (customersToSpawn.Count != 0) { //calls the first customer in the to-spawn list GameObject customer = customersToSpawn.Dequeue(); CustomerController controller = customer.GetComponent <CustomerController>(); Debug.Log(controller.GetInstanceID()); CustomerPatience patience = customer.GetComponent <CustomerPatience>(); SpriteRenderer renderer = customer.GetComponent <SpriteRenderer>(); renderer.enabled = true; patience.SetPatienceInteractibility(true); return(controller); } return(null); }