bool CheckForChildren(Food_O bottom) //checking if the food has children and configuring accordingly
    {
        Food_O[] food = bottom.GetComponentsInChildren <Food_O>();
        Move_S   m    = bottom.GetComponentInParent <Move_S>(); //if the foo is stacked, bottom is the food at the bottom of the stack

        if (bottom.GetFreshness())                              //untouched food
        {
            if (manager != null)                                //cheap way to configure, checking scene basically
            {
                if (manager.GetItemPrice(bottom.GetName()))     //if can afford
                {
                    bottom.SetFreshness(false);
                }
                else
                {
                    return(false);
                }
            }
        }
        i.OnPickUp(bottom.transform);
        if (m != null) //checking if on board/ plate / tray
        {
            for (int i = 0; i < food.Length; i++)
            {
                food[i].SetOnSurface(false);
                m.ListOfFood().Remove(food[i]);         //removing the food from the script list
            }
            if (firstOnStack != null || stack == 1)     //if theres a stack or singular food
            {
                m.MarkerList().Add(bottom.GetMarker()); //readding the marker to the board/plate/tray for future
                bottom.SetMarker(null);
            }
            if (m.startedWithFood) //checking if the surface needs replenishing
            {
                if (m.ListOfFood().Count == 0)
                {
                    StartCoroutine(m.RestockFood(m.foodType, .2f));
                }
            }
        }
        for (int i = 0; i < food.Length; i++) //for all food, be it one or more
        {
            food[i].stack = i + 1;            //changing the food variables
            food[i].ChangeDrag(3);
            if (CheckObjectCount.objects.Contains(food[i].gameObject))
            {
                CheckObjectCount.objects.Remove(food[i].gameObject);
            }
            if (food[i] != bottom)
            {
                food[i].DisablePhysics(food[i - 1].transform);
            }
            food[i].inStack = false;
        }
        return(true);
    }
예제 #2
0
 public void ChangeInterface(Vector3 pos)
 {
     if (CheckForFood())
     {
         Food_O f = i.GetHolding().GetObject().GetComponent <Food_O>();
         if (f.HasChild())
         {
             i.SetUI(2, "");
         }
         else if (!CheckScene())
         {
             i.SetUI(2, GetName() + " is warming up");
         }
         else
         {
             i.SetUI(1, "Cook " + f.GetName());
         }
     }
     if (i.GetHolding() == null)
     {
         i.SetUI(3, "");
     }
 }