game: adding Vending Machine
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m_TargetDisplay: 0
|
||||||
|
m_TargetEye: 3
|
||||||
|
m_HDR: 1
|
||||||
|
m_AllowMSAA: 1
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||||||
|
m_AllowDynamicResolution: 0
|
||||||
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m_ForceIntoRT: 0
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||||||
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m_OcclusionCulling: 1
|
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m_StereoConvergence: 10
|
||||||
|
m_StereoSeparation: 0.022
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--- !u!4 &1675560307
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1675560304}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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m_ObjectHideFlags: 0
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m_Roots:
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- {fileID: 1675560307}
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- {fileID: 1574903496}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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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>
|
/// property to check if the game is paused based on the current <c>DisplayState</c>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool Paused => _state != DisplayState.Game;
|
public bool Paused => _state != DisplayState.Game;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// a property to check how many coffees the player has had
|
||||||
|
/// </summary>
|
||||||
|
public int hadCoffee = 0;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// function to set doesn't destroy on load and checks for multiple instances
|
/// function to set doesn't destroy on load and checks for multiple instances
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
39
RunningLateGame/Assets/Scripts/VendingMachine.cs
Normal file
39
RunningLateGame/Assets/Scripts/VendingMachine.cs
Normal file
|
@ -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--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
RunningLateGame/Assets/Scripts/VendingMachine.cs.meta
Normal file
11
RunningLateGame/Assets/Scripts/VendingMachine.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in a new issue