public void EndFullfillment() { Inventory.Money += NPC.DuePayment * Mathf.Clamp(NPC.ComfortLevel, 0, 2.0f); Debug.Log(NPC.DuePayment); Debug.Log(NPC.ComfortLevel); if (NPC.ComfortLevel < 1) { pool.AnnihilateNPC(NPC.ID); if (NPC.Satisfied) { Inventory.SatisfiedCustomers--; NPC.Satisfied = false; } } else { if (!NPC.Satisfied) { Inventory.SatisfiedCustomers++; NPC.Satisfied = true; } } pool.HideNPC(NPC); pool.UpdateNPC(NPC); NPC = null; EndedFullfillment.Invoke(); }
/// <summary> /// Handles the end of dialog. /// </summary> /// <param name="npc">Npc.</param> /// <param name="isLeaving">Is leaving.</param> public void HandleEndOfDialog(ConversationOverData cod) { if (cod.isLeaving) { pool.AnnihilateNPC(cod.npc.ID); GenerateNextCustomer(); ReadyToProceedEvent.Invoke(NextCustomer.ID); } else { StartFullfillment(cod.npc); } }