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); }
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); }
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()); }
public async Task AddOrder(BurgerOrder order) { await _burgerOrderCollection.InsertOneAsync(order); }
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; }