// Update is called once per frame void Update() { if (!hasAuthority) { return; } if (LevelTimer.Instance.hasLevelEnded) { InitialiseFridge(); } //detect fridge //networkedPlayerInteraction.DetectObjectLookingAt(networkedPlayerInteraction.detectedObject, 21, DetectFridge); //detected drink networkedPlayerInteraction.PickUpObject(networkedPlayerInteraction.detectedObject, 22, networkedPlayerInteraction.IsInventoryFull(), PlayerState.CanPickUpDrink); CmdStopCooldown(); }
// Update is called once per frame void Update() { if (!hasAuthority) { return; } // Debug.Log("Ingredient count: " + GameManager.Instance.ingredientsOnTrayCount); //pickuppable layer //networkedPlayerInteraction.PickUpObject(networkedPlayerInteraction.detectedObject, 17, networkedPlayerInteraction.IsInventoryFull(), PlayerState.CanPickUpIngredient); //if player is holding something if (networkedPlayerInteraction.playerInventory != null) { switch (networkedPlayerInteraction.playerInventory.tag) { case "DirtyPlate": return; case "Drink": if (nearTrashBin) { networkedPlayerInteraction.ChangePlayerState(PlayerState.CanThrowDrink, true); } else { Debug.Log("Player inventory tag " + networkedPlayerInteraction.playerInventory.tag); return; } break; case "RottenIngredient": //Debug.Log("NetworkedIngredientInteraction - Unable to drop rotten ingredient"); if (nearTrashBin) { networkedPlayerInteraction.playerState = PlayerState.CanThrowIngredient; } else { networkedPlayerInteraction.playerState = PlayerState.HoldingRottenIngredient; } break; case "Customer": break; case "Dish": //networkedPlayerInteraction.ChangePlayerState(PlayerState.HoldingOrder); if (nearTrashBin) { networkedPlayerInteraction.ChangePlayerState(PlayerState.CanThrowDish, true); } else { networkedPlayerInteraction.ChangePlayerState(PlayerState.HoldingOrder, true); } break; } if (nearTrashBin) { networkedPlayerInteraction.playerState = PlayerState.CanThrowIngredient; //Debug.Log("NetworkedIngredientInteraction - Can throw ingredient!"); return; } //Debug.Log("NetworkedIngredientInteraction - Able to drop ingredient!"); else if (GameManager.Instance.ingredientsOnTrayCount >= 4 && nearIngredientTray) { networkedPlayerInteraction.ChangePlayerState(PlayerState.Default); //Debug.Log("Ingredient tray full"); return; } else if (canDropIngredient) { networkedPlayerInteraction.ChangePlayerState(PlayerState.CanDropIngredient); } else { networkedPlayerInteraction.ChangePlayerState(PlayerState.Default); } } //if player sees a rotten ingredient networkedPlayerInteraction.PickUpObject(networkedPlayerInteraction.detectedObject, 23, networkedPlayerInteraction.IsInventoryFull(), PlayerState.CanPickUpRottenIngredient); }