IEnumerator ShowResults(MealAssessment assessment) //showing the customer feedback for 6 seconds { while (running) { yield return(null); } assementText.text = assessment.AssessmentText(); running = true; assessmentPanel.SetActive(true); yield return(new WaitForSeconds(6)); assessmentPanel.SetActive(false); running = false; }
IEnumerator ShowResults(MealAssessment assessment) { while (running) { yield return(null); } assementText.text = assessment.AssessmentText(); running = true; assessmentPanel.SetActive(true); yield return(new WaitForSeconds(8)); assessmentPanel.SetActive(false); running = false; }
public void SendMeal(List <Food_O> food, MealTicket ticket, Move_S plate) { MealAssessment assessment = new MealAssessment(food, ticket, menu, mealsThrough); ticket.pauseTimer = true; assessment.AssessMeal(); double moneyBack = assessment.Money(); StartCoroutine(UpdateMoney(moneyBack, moneyBack / 10d)); daysEarnings += moneyBack; int mealIndex = mealTickets.IndexOf(ticket); mealTickets.Remove(mealTickets[mealIndex]); mealsThrough++; StartCoroutine(ShowResults(assessment)); StartCoroutine(waiter.GetWaiter(sendAreas[ticket.GetScreen().screenNo - 1].transform, plate)); mealAssesments.Add(assessment.AssessmentText()); }
public void SendMeal(List <Food_O> food, MealTicket ticket, Move_S plate) //when the player puts plate on send area { MealAssessment assessment = new MealAssessment(food, ticket, menu, mealsThrough); //meal assessment ticket.pauseTimer = true; assessment.AssessMeal(); double moneyBack = assessment.Money(); //getting the money value StartCoroutine(UpdateMoney(moneyBack, moneyBack / 10d)); //updating credit daysEarnings += moneyBack; int mealIndex = mealTickets.IndexOf(ticket); mealTickets.Remove(mealTickets[mealIndex]); //removing from list so new meal can come through mealsThrough++; StartCoroutine(ShowResults(assessment)); //showing feedback StartCoroutine(waiter.GetWaiter(sendAreas[ticket.GetScreen().screenNo - 1].transform, plate)); //calling for the waiter mealAssesments.Add(assessment.AssessmentText()); DisallowInteraction(plate); }