コード例 #1
0
    void LoadToWarehouse()
    {
        if (BeltActCall.GoodsOnBelt != null)
        {
            ObjectActCall.IsWorking = true;

            if (GoodsValueCall.CheckMovingState(int.Parse(BeltActCall.GoodsOnBelt.name)) == 0)
            {
                SalesValueCall.UpdateItemCount(CompanyManagerCall.PlayerCompanyName, GoodsValueCall.FindGoodsName(BeltActCall.GoodsOnBelt));

                GoodsValueCall.ChangeInMapState(int.Parse(BeltActCall.GoodsOnBelt.name), false, null);
                Destroy(BeltActCall.GoodsOnBelt);
                BeltActCall.GoodsOnBelt = null;
            }
        }
        else
        {
            ObjectActCall.IsWorking = false;
        }
    }
コード例 #2
0
ファイル: DestroyerAct.cs プロジェクト: rct3232/FactoryGuy
    // Update is called once per frame
    void FixedUpdate()
    {
        if (ObjectActCall.isInstall)
        {
            GetBelt();

            isInitialized           = true;
            ObjectActCall.IsWorking = true;

            if (Mover == null)
            {
                isInitialized = false;
            }
            if (PrevBelt == null)
            {
                isInitialized = false;
            }
            if (isInitialized)
            {
                BeltActCall.ChangeNeedStop(true, gameObject);
                if (!isWaiting)
                {
                    if (BeltActCall.GoodsOnBelt != null)
                    {
                        if (GoodsValueCall.CheckMovingState(BeltActCall.GoodsOnBelt) == 0)
                        {
                            if (ObjectActCall.WorkSpeed != 0)
                            {
                                StartCoroutine(Waiter(Mathf.FloorToInt(WorkTime / ObjectActCall.WorkSpeed)));
                            }
                        }
                    }
                }
            }
        }
        else
        {
            ObjectActCall.CanInstall = CheckInstallCondition();
        }
    }