// Use this for initialization // GameObject tempSound; void Start() { rb = GetComponent <Rigidbody>(); realTableStartPos = realTable.transform.position; tableScript = realTable.GetComponent <TableScript>(); startPos = transform.position; }
public void CustomerLeaves() { TableScript tableScript = GetComponent <TableScript>(); switch (tableScript.customersAtTable) { case 1: StartCoroutine(FadeInFadeOutText(loseOneCustomer, word_tmpObj)); GameManager.Instance.ReduceServerScore(10); break; case 2: StartCoroutine(FadeInFadeOutText(loseTwoCustomers, word_tmpObj)); GameManager.Instance.ReduceServerScore(20); break; case 3: StartCoroutine(FadeInFadeOutText(loseThreeCustomers, word_tmpObj)); GameManager.Instance.ReduceServerScore(30); break; case 4: StartCoroutine(FadeInFadeOutText(loseFourCustomers, word_tmpObj)); GameManager.Instance.ReduceServerScore(40); break; } GameManager.Instance.DecreaseMood(5); Evaluation_CustomerService.Instance.UpdateNumCustomersServed(1, true); }
public void CmdSeatCustomer(GameObject detectedObject, GameObject player) { // Debug.Log("NetworkedCustomerInteraction - CmdSeatCustomer"); // Debug.Log("NetworkedCustomerInteraction - Detected object: " + detectedObject.tag); //get table's table script TableScript tableScript = detectedObject.GetComponent <TableScript>(); var heldCustomer = player.transform.GetChild(0).GetChild(1).GetChild(0).gameObject; //if table has enough seats if (tableScript.CheckSufficientSeats(heldCustomer.GetComponent <CustomerBehaviour_BeingHeld>().groupSizeNum)) { GetQueueingCustomerPatience(detectedObject); RpcSeatCustomer(player, detectedObject); //DECREASE GameManager.Instance.currentNumWaitingCustomers -= 1; } else { // Debug.Log("Not enough seats"); } }
public void SuccessfulCustomerService() { TableScript tableScript = GetComponent <TableScript>(); //TODO: Change according to how many customers there are switch (tableScript.customersAtTable) { case 1: StartCoroutine(FadeInFadeOutText(servedOneCustomer, pointsText, true)); GameManager.Instance.AddServerScore(50); Evaluation_OverallPlayerPerformance.Instance.UpdateMaxCustomerServiceScore(50); break; case 2: StartCoroutine(FadeInFadeOutText(servedTwoCustomers, pointsText, true)); GameManager.Instance.AddServerScore(100); Evaluation_OverallPlayerPerformance.Instance.UpdateMaxCustomerServiceScore(100); break; case 3: StartCoroutine(FadeInFadeOutText(servedThreeCustomers, pointsText, true)); GameManager.Instance.AddServerScore(150); Evaluation_OverallPlayerPerformance.Instance.UpdateMaxCustomerServiceScore(150); break; case 4: StartCoroutine(FadeInFadeOutText(servedFourCustomers, pointsText, true)); GameManager.Instance.AddServerScore(200); Evaluation_OverallPlayerPerformance.Instance.UpdateMaxCustomerServiceScore(200); break; } }
void Awake() { if (TableScript.instance == null) { TableScript.instance = this; } Table = GetComponent <UISprite> (); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); kitchenTable = FindObjectOfType <KitchenTableScript>(); tableScript = FindObjectOfType <TableScript>(); runScript = FindObjectOfType <RunScript>(); source = GetComponent <AudioSource>(); source.clip = throwSound; runScript.SetMaxRun(100f); }
// Update is called once per frame void Update() { if (pendingOrders.Count > 0) {//if we have an order to give if (waiter.myState == Enemy.EnemyState.Idle) { TableScript dataSource = pendingOrders.Dequeue(); waiter.flags = dataSource.myFlags; waiter.myState = Enemy.EnemyState.Seeking; } } }
//Loads a table from a VPT file public void Load(string Filename) { CF = new CompoundFile(Filename); IList <CFItem> Lst = CF.GetAllNamedEntries("TableName"); foreach (CFItem Itm in Lst) { Name = ReadTextFileUnicode(Itm.Size, Itm); } Lst = CF.GetAllNamedEntries("AuthorName"); foreach (CFItem Itm in Lst) { Author = ReadTextFileUnicode(Itm.Size, Itm); } Lst = CF.GetAllNamedEntries("TableVersion"); foreach (CFItem Itm in Lst) { Version = ReadTextFileUnicode(Itm.Size, Itm); } Lst = CF.GetAllNamedEntries("TableDescription"); foreach (CFItem Itm in Lst) { Description = ReadTextFileUnicode(Itm.Size, Itm); } Lst = CF.GetAllNamedEntries("Version"); foreach (CFItem Itm in Lst) { m_VPVersion = ReadIntBinary(Itm) / 100; } Lst = CF.GetAllNamedEntries("MAC"); foreach (CFItem Itm in Lst) { MD5Hash = GetFile(Itm); } Lst = CF.GetAllNamedEntries("GameData"); foreach (CFItem Itm in Lst) { BIFFFile F = GetBIFF(Itm); F.IterateChunks(BlowChunk); } Script = GetScript(); GetScriptDetails(); if (ROMNameVar == "") { ROMNameVar = "\"" + ROM + "\""; } }
public SDTableScriptController(Altaxo.Data.DataTable dataTable, TableScript tableScript) { this.m_DataTable = dataTable; if (null != tableScript) { this.m_TableScript = (IScriptText)tableScript.Clone(); } else { this.m_TableScript = new TableScript(); } SetElements(true); }
//Taking customers orders public void CheckHandsEmpty() { //Debug.Log("NetworkedCustomerInteraction - CheckHandsEmpty"); //check if player is looking at table if (!networkedPlayerInteraction.detectedObject.GetComponent <TableScript>()) { //Debug.Log("NetworkedCustomerInteraction- Player is not looking at a table"); return; } //get table script TableScript tableScript = networkedPlayerInteraction.detectedObject.GetComponent <TableScript>(); CmdCheckHandsEmpty(networkedPlayerInteraction.detectedObject, networkedPlayerInteraction.IsInventoryFull()); networkedPlayerInteraction.ChangePlayerState(PlayerState.Default); }
// Use this for initialization void Start() { eating = false; gaveOrder = false; myRenderer = gameObject.GetComponent <SpriteRenderer>(); myTable = gameObject.GetComponentInParent <TableScript>(); mood.a = 1; mood.r = 1; phaseTimer = 0; //Phases the customer is at //0 is first seated waiting to get their order taken //1 is waiting for food. //2 Eating //3 Done eating, need to get check collected and food cleared. phase = 0; Idling = false; }
//---------------------BEHAVIOUR WHEN SEATED--------------------- #region Just Seated //when customer has been brought to a table with enough seats, this method is called public void CustomerJustSeated(TableScript tableScript) { //assign the table the customer is seated at as their table tableSeatedAt = tableScript; //animate the customer sitting down and browsing menu CustomerAnimScript.SitDownAnim(); CustomerAnimScript.BrowseMenuAnim(); //Debug.Log("Animating customer sitting and browsing menu"); if (isServer) { //RpcCustomerJustSeated(); //generate the customer's order GenerateOrder(); } }
public override void Run(Altaxo.Worksheet.GUI.WorksheetController ctrl) { m_Table = ctrl.DataTable; IScriptText script = m_Table.TableScript; if (script == null) { script = new TableScript(); } object[] args = new object[] { script, new Altaxo.Gui.Scripting.ScriptExecutionHandler(this.EhScriptExecution) }; if (Current.Gui.ShowDialog(args, "WorksheetScript of " + m_Table.Name)) { m_Table.TableScript = (TableScript)args[0]; } this.m_Table = null; }
//Loads the script from GameData public TableScript GetScript() { if (CF == null) { return(null); } IList <CFItem> Lst = CF.GetAllNamedEntries("GameData"); foreach (CFItem Itm in Lst) { BIFFFile F = GetBIFF(Itm); string Code = Encoding.ASCII.GetString(F.GetChunk("CODE")); TableScript TS = new TableScript(); TS.Script = Code; return(TS); } return(null); }
/// <summary> /// Copy constructor. /// </summary> /// <param name="from">The data table to copy the structure from.</param> public DataTable(DataTable from) : this((DataColumnCollection)from._dataColumns.Clone(), (DataColumnCollection)from._propertyColumns.Clone()) { this._parent = null; // do not clone the parent this._tableName = from._tableName; this._tableScript = null == from._tableScript ? null : (TableScript)from._tableScript.Clone(); this._creationTime = this._lastChangeTime = DateTime.UtcNow; this._notes = from._notes; // Clone also the table properties (deep copy) if (from._tableProperties != null) { foreach (string key in from._tableProperties.Keys) { ICloneable val = from._tableProperties[key] as ICloneable; if (null != val) { this.SetTableProperty(key, val.Clone()); } } } }
//When the player is looking at a table and is carrying a customer, public void SeatCustomer(List <GameObject> playerInventory, GameObject tableGameobj) { // Debug.Log("Seat customer method called"); if (!tableGameobj.GetComponent <TableScript>()) { //Debug.Log("player is not looking at table"); return; } if (!playerInventory.Contains(customerBeingHeld)) { //Debug.Log("player is not holding customer??"); return; } TableScript tableScript = tableGameobj.GetComponent <TableScript>(); //If the table has enough seats for the group of customers, if (tableScript.CheckSufficientSeats(customerBeingHeld.GetComponent <CustomerBehaviour_Queueing>().GroupSizeNum)) { //Debug.Log("Enough seats for customers"); //disallow tables from being detected TableColliderManager.Instance.ToggleTableDetection(false); //remove the customer from the inventory playerInventory.Remove(customerBeingHeld); //stop holding the customer + activate the customers at the table Destroy(customerBeingHeld.gameObject); customerBeingHeld = null; PlayerInteractionManager.ChangePlayerState(PlayerInteractionManager.PlayerState.Default, true); } }
public void CheckHandsEmpty(List <GameObject> playerInventory, GameObject tableGameobj) { //check if the player is looking at a table if (tableGameobj.GetComponent <TableScript>() == null) { //Debug.Log("player is not looking at table"); return; } //get the table script TableScript tableScript = tableGameobj.GetComponent <TableScript>(); //if the player's hands are full, don't take their order if (playerInventory.Count > 0) { //Debug.Log("player's hands are full"); tableScript.TableFeedbackScript.HandsFullFeedback(); return; } //else, take the order of the customers at the table //tableScript.TakeOrder(); PlayerInteractionManager.ChangePlayerState(PlayerInteractionManager.PlayerState.Default); }
private Furniture UpgradeFurniture(Furniture furn) { Vector3 vector3 = furn.OriginalPosition; Quaternion rotation = furn.transform.rotation; float num = furn.RotationOffset; Room room = furn.Parent; SnapPoint snapPoint1 = furn.SnappedTo; Dictionary <int, Furniture> dictionary = Enumerable.ToDictionary <SnapPoint, int, Furniture>(Enumerable.Where <SnapPoint>((IEnumerable <SnapPoint>)furn.SnapPoints, (Func <SnapPoint, bool>)(sp => (UnityEngine.Object)sp.UsedBy != (UnityEngine.Object)null)), (Func <SnapPoint, int>)(sp => sp.Id), (Func <SnapPoint, Furniture>)(sp => sp.UsedBy)); for (int index = 0; index < furn.SnapPoints.Length; ++index) { furn.SnapPoints[index].UsedBy = (Furniture)null; } TableScript component1 = furn.GetComponent <TableScript>(); Server component2 = furn.GetComponent <Server>(); Actor ownedBy = furn.OwnedBy; UnityEngine.Object.Destroy((UnityEngine.Object)furn.gameObject); //if (SelectorController.Instance.DeleteParent(furn)) // UnityEngine.Object.Destroy((UnityEngine.Object)furn.SnappedTo.Parent.gameObject); Furniture component3 = UnityEngine.Object.Instantiate <GameObject>(furn.FurnitureUpgrade[0]).GetComponent <Furniture>(); component3.RotationOffset = num; try { if ((UnityEngine.Object)snapPoint1 != (UnityEngine.Object)null) { if (component3.IsSnapping) { component3.SnappedTo = snapPoint1; snapPoint1.UsedBy = component3; } else { vector3 = new Vector3(vector3.x, (float)(furn.Parent.Floor * 2), vector3.z); } } component3.OriginalPosition = vector3; component3.transform.position = vector3; component3.transform.rotation = rotation; component3.Parent = room; Server component4 = component3.GetComponent <Server>(); if ((UnityEngine.Object)component2 != (UnityEngine.Object)null && (UnityEngine.Object)component4 != (UnityEngine.Object)null) { component4.WireTo(component2.Rep, true); component4.PreWired = true; } component3.OwnedBy = ownedBy; if ((UnityEngine.Object)ownedBy != (UnityEngine.Object)null) { ownedBy.Owns.Add(component3); } if (furn.InteractionPoints.Length == component3.InteractionPoints.Length) { for (int index = 0; index < furn.InteractionPoints.Length; ++index) { if ((UnityEngine.Object)furn.InteractionPoints[index].UsedBy != (UnityEngine.Object)null && furn.InteractionPoints[index].Name.Equals(component3.InteractionPoints[index].Name)) { Actor usedBy = furn.InteractionPoints[index].UsedBy; usedBy.UsingPoint = component3.InteractionPoints[index]; component3.InteractionPoints[index].UsedBy = usedBy; } } } component3.UpdateFreeNavs(false); } catch (Exception e) { HUD.Instance.AddPopupMessage(e.Message + "\n" + e.StackTrace, "Cogs", "", 0, 1); } return(component3); }
//public method to set the table the dirty dish belongs to public void SetTableScript(TableScript _tableScript) { tableSeatedAt = _tableScript; AddToTable(); }
public void RequestAdd(TableScript incTable) { pendingOrders.Enqueue(incTable); Debug.Log("added request #" + pendingOrders.Count); }