public mg_ss_EItemTypes GetNextFruitToQueue(mg_ss_OrderSystem p_orderSystem) { mg_ss_EItemTypes result = mg_ss_EItemTypes.NULL; mg_ss_OrderStep firstIncompleteStep = FirstIncompleteStep; if (p_orderSystem.IsItemSpawnedOnConveyor(firstIncompleteStep.FruitType)) { LastStepQueued++; mg_ss_OrderStep mg_ss_OrderStep2 = null; if (LastStepQueued < Steps.Count && LastStepQueued < Steps.Count) { mg_ss_OrderStep2 = Steps[LastStepQueued]; } if (mg_ss_OrderStep2 != null && mg_ss_OrderStep2.State == mg_ss_EOrderStepState.INCOMPLETE) { result = mg_ss_OrderStep2.FruitType; } } else { LastStepQueued = Steps.IndexOf(firstIncompleteStep); result = firstIncompleteStep.FruitType; } return(result); }
public override void Initialize(mg_ss_GameLogic p_gameLogic, mg_ss_GameScreen p_screen) { base.Initialize(p_gameLogic, p_screen); m_orderSystem = new mg_ss_OrderSystem(); m_orderSystem.Initialize(this, (p_screen as mg_ss_GameNormalScreen).OrderSystem); }