Exemplo n.º 1
0
 public Overcooked(Doneness state)
     : base(state)
 {
     _lowerTemperature = 71;
     _upperTemperature = double.MaxValue;
     _isSafeToEat      = false;
 }
Exemplo n.º 2
0
 public Medium(Doneness state)
     : base(state)
 {
     _lowerTemperature = 60;
     _upperTemperature = 65;
     _isSafeToEat      = true;
 }
Exemplo n.º 3
0
 public WellDone(Doneness state)
     : base(state)
 {
     _lowerTemperature = 65;
     _upperTemperature = 71;
     _isSafeToEat      = true;
 }
Exemplo n.º 4
0
 public Rare(Doneness state)
     : base(state)
 {
     _lowerTemperature = 49;
     _upperTemperature = 55;
     _isSafeToEat      = true;
 }
Exemplo n.º 5
0
 public Uncooked(Doneness state)
 {
     currentTemp = state.CurrentTemp;
     Steak       = state.Steak;
     lowerTemp   = 0;
     upperTemp   = 130;
     CanEat      = false;
 }
Exemplo n.º 6
0
 public WellDone(Doneness state)
 {
     currentTemp = state.CurrentTemp;
     steak       = state.Steak;
     lowerTemp   = 170;
     upperTemp   = 230;
     CanEat      = false;
 }
Exemplo n.º 7
0
 public Uncooked(Doneness state)
 {
     _currentTemp = state.CurrentTemp;
     _steak       = state.Steak;
     // Can't eat.
     _canEat = false;
     Initialize();
 }
Exemplo n.º 8
0
 public MediumRare(Doneness state)
 {
     currentTemp = state.CurrentTemp;
     steak       = state.Steak;
     lowerTemp   = 140;
     upperTemp   = 154.9999;
     CanEat      = true;
 }
Exemplo n.º 9
0
 public Medium(Doneness state)
 {
     currentTemp = state.CurrentTemp;
     steak       = state.Steak;
     lowerTemp   = 155;
     upperTemp   = 169.9999;
     CanEat      = true;
 }
Exemplo n.º 10
0
 public Rare(Doneness state)
 {
     currentTemp = state.CurrentTemp;
     steak       = state.Steak;
     lowerTemp   = 130;
     upperTemp   = 139.9999;
     CanEat      = true;
 }
Exemplo n.º 11
0
    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());
        }
    }
Exemplo n.º 12
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 public MediumRare(Doneness state) : this(state.CurrentTemp, state.Steak)
 {
 }
Exemplo n.º 13
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 public WellDone(Doneness state) : this(state.CurrentTemp, state.Steak)
 {
 }
Exemplo n.º 14
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 public Uncooked(Doneness state)
 {
     this.CurrentTemp = state.CurrentTemp;
     this.Steak       = state.Steak;
     Initialize();
 }
Exemplo n.º 15
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 public Steak(string beefCut)
 {
     _cook  = beefCut;
     _state = new Rare(0.0, this);
 }
Exemplo n.º 16
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 public Uncooked(Doneness state)
     : this(state.Steak, state.CurrentTemperature)
 {
 }
 public SteakContext(string beefCut)
 {
     _beefCut = beefCut;
     _state   = new Rare(0.0, this);
 }
Exemplo n.º 18
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 public Steak(string name, double startingTemperature)
 {
     _name  = name;
     _state = new Uncooked(this, startingTemperature);
 }
Exemplo n.º 19
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 protected Doneness(Doneness state)
     : this()
 {
     _steak = state.Steak;
     _currentTemperature = state.CurrentTemperature;
 }