// Use this for initialization void Start() { emptyGrill = new EmptyGrill(this); fullGrillFoodCooking = new FullGrillFoodCooking(this); fullGrillFoodDone = new FullGrillFoodDone(this); currentGrillState = emptyGrill; emptyHands = new EmptyHands(this); holdingIngredients = new HoldingIngredients(this); holdingFood = new HoldingFood(this); currentChefState = emptyHands; }
/// <summary> /// Ingrediente actual se hace null, porque se transfere a la estación emplatado. /// Current ingredient becomes null as it transfers to the plate. /// </summary> //public void PutIngredientOnPlate() /// { // currentIngredient = null; // ingredientsManager.ResetIngredient(); //} /// <summary> /// Conseguir platillo despues de jugar el minijuego emplatado. /// Get dish after playing plating minigame. /// </summary> /// <param name="meal"></param> public void GetPlate(Meal meal) { //cambiar estado a servir, change state to deliver chefState = ChefState.DELIVERING; //vaciar plazas de ingredientes de emplatado, empty ingredient slots from plating station UI.EmptySlots(); master.currentIngredientsOnPlate.Clear(); //get meal mealToDeliver = meal; ingredientsManager.GetMeal(mealToDeliver); }
/// <summary> /// Iniciar nivel. Ningun cliente se ha desmayado, ninguno ha sido servido. /// Chef empieza cocinando, no serviendo. Usar el chef según lo que seleccionó el jugador. /// Initialize level. No clients have fainted, none have been served. /// Chef starts out cooking, not delivering. Use correct chef based on what player chose. /// </summary> protected void Init() { FaintedClients = 0; SatisfiedClients = 0; cubeSideIndex = 5; chefState = ChefState.COOKING; chefIndex = PlayerPrefs.GetInt("ChefSelected"); ingredientsManager = IngredientsManager.instance; if (chefIndex == 0) { anim = GameObject.Find("ChefMujer").GetComponent <Animator>(); } if (chefIndex == 1) { anim = GameObject.Find("ChefHombre").GetComponent <Animator>(); } source = GameObject.Find("MainCamera").GetComponent <AudioSource>(); }
public Chef(int happiness) { this.happiness = happiness; this.state = CalculateState(happiness); }
/// <summary> /// Terminar ciclo de este platillo. Cambiar el estado del chef de "servir" a "cocinar". /// End cycle of this plate. Change state of chef from delivering to cooking. /// </summary> public void Deliver() { mealToDeliver = null; ingredientsManager.ResetMeal(); chefState = ChefState.COOKING; }
public void SetChefState(ChefState chefState) { this.currentChefState = chefState; }