Пример #1
0
    public bool CheckOrder(GameObject Meal, BurgerOrder bOrder)
    {
        if (Meal.transform.childCount > 2)
        {
            for (int i = 2; i < Meal.transform.childCount; ++i)
            {
                createdBurger.Add(Meal.transform.GetChild(i).GetComponent <Ingredient>());
            }
        }
        if (createdBurger.Count != bOrder.OrderList.Count)
        {
            burgerCorrect = false;
            createdBurger.Clear();
            return(burgerCorrect);
        }
        for (int j = 0; j < bOrder.OrderList.Count; ++j)
        {
            if (bOrder.OrderList[j].ingredientType == createdBurger[j].ingredientType)
            {
                if (createdBurger[j].ingredientType == IngredientType.Burger)
                {
                    if (createdBurger[j].GetComponent <Burger>().cookState == 1)
                    {
                        burgerCorrect = true;
                    }
                    else
                    {
                        burgerCorrect = false;
                        break;
                    }
                }
                else
                {
                    burgerCorrect = true;
                }
            }
            else
            {
                burgerCorrect = false;
                break;
            }
        }


        createdBurger.Clear();
        return(burgerCorrect);
    }
Пример #2
0
    public string OrderFormat(BurgerOrder order)
    {
        orderText = "";
        for (int i = 0; i < order.OrderList.Count; ++i)
        {
            if (order.OrderList[i].ingredientType == IngredientType.TopBun)
            {
                orderText += "Top Bun\n";
            }
            else if (order.OrderList[i].ingredientType == IngredientType.BottomBun)
            {
                orderText += "Botttom Bun\n";
            }
            else
            {
                orderText += order.OrderList[i].ingredientType.ToString() + " \n";
            }
        }


        return(orderText);
    }
Пример #3
0
        private void orderButton_Click(object sender, EventArgs e)
        {
            // Creating the new order based on users choice
            Order order  = null;
            var   amount = Convert.ToInt32(amountUpDown.Value);

            if (burgerRadioButton.Checked)
            {
                order = new BurgerOrder(amount);
            }
            else if (pizzaRadioButton.Checked)
            {
                order = new PizzaOrder(amount);
            }
            else if (cheesecakeRadioButton.Checked)
            {
                order = new CheesecakeOrder(amount);
            }

            // Adding the order to the queue
            _orders.Enqueue(order);
            // Showing the order's name in list
            queueListBox.Items.Add(order.Name + " " + order.Amount.ToString());
        }
Пример #4
0
 public async Task AddOrder(BurgerOrder order)
 {
     await _burgerOrderCollection.InsertOneAsync(order);
 }
Пример #5
0
    void Start()
    {
        // Find the burger from the previous scene
        burger = GameObject.Find("CreatedBurger");

        GameObject newBurger = new GameObject("CreatedBurger");

        DontDestroyOnLoad(newBurger);
        newBurger.transform.position = burger.GetComponent <Rigidbody2D>().worldCenterOfMass;

        newBurger.AddComponent <Rigidbody2D>();
        var koigfdsg = newBurger.AddComponent <RecipeHolder>();

        koigfdsg.recipe = burger.GetComponent <RecipeHolder>().recipe;

        List <Transform> children = new List <Transform>();

        foreach (Transform child in burger.transform)
        {
            children.Add(child.transform);
        }

        foreach (Transform child in children)
        {
            child.SetParent(newBurger.transform);
        }

        Destroy(burger);

        // Scale down the burger
        newBurger.transform.localScale = new Vector3(0.55f, 0.55f, 0.55f);

        // Get list with player's collider so we can ignore collision between player and burger part
        var lista = new List <Collider2D>()
        {
            player.GetComponent <Collider2D>()
        };

        foreach (Transform child in newBurger.transform)
        {
            // Remove sound and add material to burger part
            child.GetComponent <BurgerIngredient>().PlaySounds = false;
            child.GetComponent <SpriteRenderer>().material     = spriteMaterial;

            // Add IgnoreCollision script to our burger part
            IgnoreCollisions script = child.gameObject.AddComponent <IgnoreCollisions>();

            // Remove player and burger part collision
            script.RemoveCollisions(lista);

            // Add the ingredients into this burgers recipe
            ingredients.Add(child.GetComponent <BurgerIngredient>().GetIngredient());
        }

        // Change burger gravity
        newBurger.GetComponent <Rigidbody2D>().gravityScale = 0.4f;


        // Lets create a component for the burger, that carries the data over to 'review' scene
        BurgerOrder bo = newBurger.AddComponent <BurgerOrder>();

        // We need to get some ignores so we can exclude plate and the initial table from dirtiness meter
        bo.plates = colliderIgnores;

        bo.burger = ingredients;

        // Not sure what these are
        IgnoreCollisions ic = newBurger.AddComponent <IgnoreCollisions>();

        ic.colliders.Add(player.GetComponent <Collider2D>());

        // Move the burger to the spawn location
        newBurger.transform.position = this.transform.position;
    }