// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.L)) { FindObjectOfType <GameUIDisplay>().Score += 5; } if (Input.GetKeyDown(KeyCode.T)) { onboard.SetBubbleActive(1, true); } if (Input.GetKeyDown(KeyCode.Y)) { onboard.SetBubbleActive(1, false); } }
// Update is called once per frame void Update() { if (scoreboard.Score <= 0) { SceneManager.LoadScene("GameOver"); } //Setting the bubbles based on their booleans onboard.SetBubbleActive(0, welcome); onboard.SetBubbleActive(1, click); onboard.SetBubbleActive(3, table); onboard.SetBubbleActive(4, tableMove); //Only run the game loop if not paused if (!pauseMenu.Paused) { //If statement that will allow the table bubble to only display once if (onboard.TableInstruct && table2) { table = true; table2 = false; } //Start a timer to turn off the tableMove bubble if it is active if (tableMove) { timeLeft2 -= Time.deltaTime; if (timeLeft2 <= 0.0f) { tableMove = false; tableMove2 = false; } } //Decrease timer which starts at 5 timeLeft -= Time.deltaTime; //Turn off the welcome bubble and turn on click if (timeLeft <= 0.0f && welcome) { welcome = false; click = true; } //Don't allow player to select a patron while the welcome message is playing if (!welcome) { if (Input.GetKeyDown(KeyCode.Space) && inProgress == false) { customerRef = quequeRef.Pop(); pos = customerRef.transform.position; customerRef.ActivePlaying = true; shift = true; inProgress = true; if (click) { onboard.MoveInstruct = true; //Set move instruct to true, will use this to turn on the move instructions from customer script } //Turning off click when the first patron is selected click = false; //Debug.Log(inProgress); } } /* Lucas Code * if (Vector3.Distance(pos, customerRef.transform.position) > 2.0f && shift) * { * quequeRef.ShiftQueque(); * shift = false; * } * * if (Vector3.Distance(customerRef.transform.position, target.transform.position) <= 2.75f) * { * customerRef.ActivePlaying = false; * inProgress = false; * } */ //**BELOW TAKEN OUT AND PUT INTO METHOD UNDERNEATH UPDATE** // Carson Code // Temp switches on Left Arrow Press /*if (Input.GetKeyDown(KeyCode.P)) * { * //Debug.Log("C " + customerRef.transform.position); * for(int i = 0; i < gridref.Targets.Length; i++) * { * //Debug.Log("G " + gridref.Targets[i]); * if ( * customerRef.transform.position.x <= gridref.Targets[i].x + 0.05 && * customerRef.transform.position.x >= gridref.Targets[i].x - 0.05 && * customerRef.transform.position.y <= gridref.Targets[i].y + 0.05 && * customerRef.transform.position.y >= gridref.Targets[i].y - 0.05) * { * //Debug.Log("HIT"); * quequeRef.ShiftQueque(); * // + 50 per seat * scoreboard.Score += 50; * scoreboard.PatronsSat++; * scoreboard.PatronsLeft--; * shift = false; * customerRef.ActivePlaying = false; * inProgress = false; * if (tableMove2) * tableMove = true; * table = false; * soundEffect.PlayOneShot(chair); * return; * } * } * * }*/ //if(Input.GetKeyDown(KeyCode.J)) //{ // CustomerCollision(); //} } }
// Update is called once per frame void Update() { //Set this x and y to its moveable object script x and y if (!isSeated) { this.GetComponent <MoveableObject>().xPosition = curX; this.GetComponent <MoveableObject>().yPosition = 9 - curY; } //Display the move instructions onboard.SetBubbleActive(2, onboard.MoveInstruct); if (!pauseMenu.Paused) { pos = this.transform.position; //If the current customer activate the movement if (activePlaying) { // Carson Code // Update what keys are pressed and released press(); depress(); placed = true; } // Carson Code // Sit once no longer active and have moved else if (placed) { animator.SetBool("Walk", false); animator.SetBool("Sit", true); } } if (inSeat) { if (!isSeated) { if (Input.GetKeyDown(KeyCode.E)) { //Set the xPos and yPos in moveable object so their positions are lined up this.GetComponent <MoveableObject>().xPosition = curX; this.GetComponent <MoveableObject>().yPosition = 9 - curY; isSeated = true; //Grab the number of the collider string snumToAssociate = seat.gameObject.name.Remove(0, 13); //Trim the rest of the name so you just have the number (number assigned in TableScript) int numToAssociate = int.Parse(snumToAssociate); for (int i = 0; i < numberOfTables; i++) //For each table in the list, check their number. Become an associated object when the numbers match. { //Pull the number of the table int tableNum = moveableManager.GetComponent <MoveableManager>().tables[i].GetComponent <TableScript>().tableNumber; //Check if the number is the same as the associated if (numToAssociate == tableNum) { //If they are, add this customer to the table's moveable object list. moveableManager.GetComponent <MoveableManager>().tables[i].GetComponent <MoveableObject>().associatedObjects.Add(this.GetComponent <MoveableObject>()); //Disable selection + movement for this customer //This seems to happen already! } } //call the code in Level Manager that makes them sit down levelManager.CustomerCollision(); } } } }