public Overcooked(Doneness state) : base(state) { _lowerTemperature = 71; _upperTemperature = double.MaxValue; _isSafeToEat = false; }
public Medium(Doneness state) : base(state) { _lowerTemperature = 60; _upperTemperature = 65; _isSafeToEat = true; }
public WellDone(Doneness state) : base(state) { _lowerTemperature = 65; _upperTemperature = 71; _isSafeToEat = true; }
public Rare(Doneness state) : base(state) { _lowerTemperature = 49; _upperTemperature = 55; _isSafeToEat = true; }
public Uncooked(Doneness state) { currentTemp = state.CurrentTemp; Steak = state.Steak; lowerTemp = 0; upperTemp = 130; CanEat = false; }
public WellDone(Doneness state) { currentTemp = state.CurrentTemp; steak = state.Steak; lowerTemp = 170; upperTemp = 230; CanEat = false; }
public Uncooked(Doneness state) { _currentTemp = state.CurrentTemp; _steak = state.Steak; // Can't eat. _canEat = false; Initialize(); }
public MediumRare(Doneness state) { currentTemp = state.CurrentTemp; steak = state.Steak; lowerTemp = 140; upperTemp = 154.9999; CanEat = true; }
public Medium(Doneness state) { currentTemp = state.CurrentTemp; steak = state.Steak; lowerTemp = 155; upperTemp = 169.9999; CanEat = true; }
public Rare(Doneness state) { currentTemp = state.CurrentTemp; steak = state.Steak; lowerTemp = 130; upperTemp = 139.9999; CanEat = true; }
IEnumerator Cooking() { float startTime = Time.time; cooking = true; float bouancy = map(this.transform.position.y, -.5f, -1.1f, 0, 1.3f); while (cooking) { cookingValue += Time.deltaTime; UpdateMaterial(); switch (doneness) { case Doneness.Raw: //impulse *= Random.Range(1, 1.1f); if (cookingValue > cookTime) { doneness = Doneness.Cooked; Debug.Log("Cooked"); whiteSmoke?.Play(); } break; case Doneness.Cooked: //impulse *= Random.Range(1, 1.05f); if (cookingValue > cookTime * 2) { doneness = Doneness.Burnt; Debug.Log("Burnt"); whiteSmoke?.Stop(); blackSmoke?.Play(); } break; case Doneness.Burnt: bouancy = 0; break; } rigidbody.AddForce(-Physics.gravity * bouancy, ForceMode.Acceleration); if (Time.time - startTime > cookTime * 5) { Destroy(this.gameObject); } yield return(new WaitForEndOfFrame()); } }
public MediumRare(Doneness state) : this(state.CurrentTemp, state.Steak) { }
public WellDone(Doneness state) : this(state.CurrentTemp, state.Steak) { }
public Uncooked(Doneness state) { this.CurrentTemp = state.CurrentTemp; this.Steak = state.Steak; Initialize(); }
public Steak(string beefCut) { _cook = beefCut; _state = new Rare(0.0, this); }
public Uncooked(Doneness state) : this(state.Steak, state.CurrentTemperature) { }
public SteakContext(string beefCut) { _beefCut = beefCut; _state = new Rare(0.0, this); }
public Steak(string name, double startingTemperature) { _name = name; _state = new Uncooked(this, startingTemperature); }
protected Doneness(Doneness state) : this() { _steak = state.Steak; _currentTemperature = state.CurrentTemperature; }