void Start() { explanationFoodStr[0] = "\nみんな大好き\n 赤身ステーキ!!"; explanationFoodStr[1] = "いろんなものが\n したたっている\n ワイルドなご飯"; explanationFoodStr[2] = "\n最高級品を追求した\n 全肉食動物が\n うっとりする一品"; explanationFoodStr[3] = "\nみんな大好き!!\n 赤いリンゴのご飯"; explanationFoodStr[4] = "\n南国に行った\n 気分になれる\n ハッピーなご飯"; explanationFoodStr[5] = "\n最高級品を追求した\n 全草食動物が\n うっとりする一品"; //Sound.PlayBgm("GameMainBgm"); selectNum = GameObject.Find("AnimalList").GetComponent <SelectAnimalNum>().SelectNum; Debug.Log("Select : " + selectNum.ToString()); animalmage.sprite = GameObject.Find("AnimalList").GetComponent <AnimalTextureManager>().animalTextureList[selectNum][0]; ReadTalkComment(); AnimalStatusManager animalStatusManager = GameObject.Find("AnimalList").GetComponent <AnimalStatusCSV>().animals[selectNum].GetComponent <AnimalStatusManager>(); foodStatus = GameObject.Find("FoodList").GetComponent <FoodStatus>(); loveLevel = (int)animalStatusManager.status.LoveDegree; satietyLelel = (int)animalStatusManager.status.SatietyLevel; canEatNum = animalStatusManager.status.MealNums; canBrushNum = animalStatusManager.status.BurashiNums; canTalkNum = animalStatusManager.status.CommunicationNums; foodType = animalStatusManager.status.FoodType; rarity = animalStatusManager.status.Rarity; maxLoveLevel = rarity * 20; maxSatietyLevel = rarity * 20; if (loveLevel >= maxLoveLevel) { animalmage.sprite = GameObject.Find("AnimalList").GetComponent <AnimalTextureManager>().animalTextureList[selectNum][1]; } BrushPos = Brush.GetComponent <RectTransform>().position; FoodSize = Food.GetComponent <RectTransform>().sizeDelta; moyaSize = Moya.GetComponent <RectTransform>().sizeDelta; for (int i = 0; i < 3; ++i) { MeetNums[i] = foodStatus.foodList[i].possessionNumber + 10; } for (int i = 3; i < 6; ++i) { VegetableNums[i - 3] = foodStatus.foodList[i].possessionNumber + 10; } SetFoodText(); EatManager.Change(satietyLelel, maxSatietyLevel); HeartManager.Change(loveLevel, maxLoveLevel); }
/** * Set status of the food item to discarded */ public void Discard() { if (status == FoodStatus.None) { status = FoodStatus.Discarded; } }
/** * Set status of the food item to purchased */ public void Purchase() { if (status == FoodStatus.None) { status = FoodStatus.Purchased; } }
public ReplicationCreateFoodPacket Create(Food food) { var status = new FoodStatus() { ID = food.ID, Pos = food.Position, }; return(new ReplicationCreateFoodPacket(status)); }
void Awake() { foodStatus = gameObject.GetComponent <FoodStatus>(); img = foodImage.GetComponent <Image>(); handMoney = GameObject.Find("ButtonController").GetComponent <ButtonController>().handMoney; time = 2; isShowText = false; isFirstComment = true; FoodNumberReset(); foodNumberText.GetComponent <Text>().text = foodNumber.ToString(); }
public Food CreateFood(FoodStatus status) { Debug.Log($"create food: id={status.ID}"); var id = status.ID; Debug.Assert(foodTable.ContainsKey(id) == false, $"food={id} already exist in food table"); var food = Instantiate(prefab_food); foodTable[id] = food; food.transform.SetParent(transform); food.id = id; food.transform.position = status.Pos.ToVector3(); return(food); }
public void CookStep() { switch (CurStatus) { case FoodStatus.Raw: { CurStatus = FoodStatus.Cooked; return; } case FoodStatus.Cooked: { CurStatus = FoodStatus.Overcooked; return; } default: { return; } } }
private UpdateFoodStatusCommand(long restaurantId, long foodId, FoodStatus status = FoodStatus.Invalid) { RestaurantId = restaurantId; FoodId = foodId; Status = status; }
public FoodUpdatedEvent(long restaurantId, long foodId, FoodStatus status = FoodStatus.Invalid) { RestaurantId = restaurantId; FoodId = foodId; Status = status; }
public Food(string name, FoodStatus status = FoodStatus.Raw) { Name = name; CurStatus = status; }
public void UpdateStatus(FoodStatus status) { Status = status.ToString(); }
public void SetStatus(FoodStatus status) { Status = status; }
public void UpdateStatusFor(Food food, FoodStatus status) { food.SetStatus(status); AddDomainEvent(new FoodUpdatedEvent(Id, food.Id, status)); }