public void OnObjectSpawn(Vector3Int position, GarbageManager gm) { this.position = position; garbageManager = gm; lifeTimeCounter = 5f; MusicManager.Instance.PlaySingle(noise.clip); }
private void UpdateBins(GarbageManager _garbageManager, bool addBins) { if (addBins) { otherGarbageManagers.Add(_garbageManager); } else { otherGarbageManagers.Remove(_garbageManager); } }
void Awake() { if (instance == null) { instance = this; } levelInit = GetComponent <LevelInit>(); garbageManager = new GarbageManager(); cat = catPrefab.GetComponent <Cat>(); mechanism = mechanismGO.GetComponent <Mechanism>(); conveyorSR = conveyor.GetComponent <SpriteRenderer>(); }
void Awake() { Instance = this; // Find all the spawners in the scene. // TODO: Done once at the start of the scene, but make sure this isn't too slow. It's probably just more convienent and less error prone than maintaining a list in the editor manually. GarbageSpawner[] garbageSpawnersArr = FindObjectsOfType <GarbageSpawner>(); for (int i = 0; i < garbageSpawnersArr.Length; ++i) { garbageSpawners.Add(garbageSpawnersArr[i]); } }
private void CollectGarbage(Collider collision) { if (isCollecting && !isDeliveringWaste) { if (collision.CompareTag("Garbage") && // if the collector runs into the house trigger collision.GetComponentInParent <GarbageManager>().garbageNeedsCollecting && // AND the house has Garbage isCollecting) // AND the Collector is in pickup mode... { // ... tell the house the Collector is here collision.GetComponentInParent <GarbageManager>().garbageBeingCollected = true; // ... pause the movement myNavMeshAgent.isStopped = true; // ... get a reference to the house's Garbage Manager GarbageManager tempGM = collision.GetComponentInParent <GarbageManager>(); // temp variable for collecting garbage float garbageCollected = (collectionSpeed * Time.deltaTime) * myGameManager.garbageMultipler; // ... reduce the garbage in the house at a given speed tempGM.garbageLevel -= garbageCollected; // ... and add it to the Collector garbageInCollector += garbageCollected; // if the house has run out of garbage if (tempGM.garbageLevel <= 0) { tempGM.garbageNeedsCollecting = false; tempGM.garbageBeingCollected = false; tempGM.garbageLevel = 0.0f; tempGM.garbageCollected = true; myAudioManager.GarbageCollectedSFX(); } } else if (collision.CompareTag("Garbage") && !collision.GetComponentInParent <GarbageManager>().garbageNeedsCollecting && isCollecting) { // debug // Debug.Log("No more garbage at house, Collector not stopping."); // reset the bool to look for more garbage foundWaste = false; // ... resume the movement myNavMeshAgent.isStopped = false; } } }
private void Awake() { // get realtime references myGameManager = FindObjectOfType <GameManager>(); myGarbageManager = GetComponent <GarbageManager>(); mySatisfactionManager = GetComponentInChildren <SatisfactionManager>(); if (mySatisfactionManager.GetComponent <SphereCollider>()) { mySatisfactionTrigger = mySatisfactionManager.GetComponent <SphereCollider>(); } myHouseMeshRender = GetComponentInChildren <MeshRenderer>(); // set some variables RandomHouseType(); }
private static void Main(string[] args) { IReader reader = new ConsoleReader(); IWriter writer = new ConsoleWriter(); Dictionary <Type, IGarbageDisposalStrategy> strategies = new Dictionary <Type, IGarbageDisposalStrategy>(); IStrategyHolder strategyHolder = new StrategyHolder(strategies); IGarbageProcessor garbageProcessor = new GarbageProcessor(strategyHolder); IWasteFactory wasteFactory = new WasteFactory(); IGarbageManager garbageManager = new GarbageManager(garbageProcessor, wasteFactory); IEngine engine = new Engine(reader, writer, garbageManager); engine.Run(); }
private void Start() { if (GameObject.FindGameObjectWithTag("LevelManager").GetComponent <PlayerInfo>() != null) { playerInfo = GameObject.FindGameObjectWithTag("LevelManager").GetComponent <PlayerInfo>(); } else { Debug.Log("no playerInfo component found"); } if (GameObject.FindGameObjectWithTag("LevelManager").GetComponent <GarbageManager>() != null) { garbageManager = GameObject.FindGameObjectWithTag("LevelManager").GetComponent <GarbageManager>(); } else { Debug.Log("no garbagemanager component found"); } GameObject tempObject = GameObject.Find("EventDisplay"); if (tempObject != null) { eventDisplay = tempObject.GetComponent <Canvas>(); eventDisplay.enabled = false; if (eventDisplay == null) { Debug.Log("Could not locate Canvas component on " + tempObject.name); } } GameObject tempObject2 = GameObject.Find("EventMessage"); if (tempObject2 != null) { eventMessage = tempObject2.GetComponent <Text>(); if (eventMessage == null) { Debug.Log("Could not locate Canvas component on " + tempObject2.name); } } }
void IPooledObject.OnObjectSpawn(Vector3Int position, GarbageManager gm) { throw new System.NotImplementedException(); }
public void SetOnMap(Vector3Int position, GarbageManager gm) { /*this.position = position; * garbageManager = gm; * lifeTimeCounter = 2f;*/ }