game: adding Vending Machine

This commit is contained in:
Sc0rch-thinks 2024-08-15 17:00:31 +08:00
parent 4f2a1290cb
commit 12e433e0a6
7 changed files with 432 additions and 3 deletions

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@ -84,7 +84,12 @@ public enum DisplayState
/// property to check if the game is paused based on the current <c>DisplayState</c>
/// </summary>
public bool Paused => _state != DisplayState.Game;
/// <summary>
/// a property to check how many coffees the player has had
/// </summary>
public int hadCoffee = 0;
/// <summary>
/// function to set doesn't destroy on load and checks for multiple instances
/// </summary>

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@ -0,0 +1,39 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using Random = System.Random;
public class VendingMachine : CommonInteractable
{
/// <summary>
/// prefab to spawn when the player interacts with the vending machine
/// </summary>
public GameObject coffee;
/// <summary>
/// the amount of stock the vending machine has
/// </summary>
private int _stock;
private GameObject _instance;
public void Start()
{
var rand = new Random();
_stock = rand.Next(1, 3);
}
/// <summary>
/// to spawn the coffee prefab if there is stock
/// </summary>
public override void Interact()
{
if (_stock > 0)
{
_instance = Instantiate(coffee, transform.position, Quaternion.identity);
_instance.GetComponent<Rigidbody>().AddForce(Vector3.up * 5, ForceMode.Impulse);
_instance.GetComponent<Rigidbody>().AddForce(Vector3.forward * 5, ForceMode.Impulse);
_stock--;
}
}
}

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