game: adding Vending Machine
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/// property to check if the game is paused based on the current <c>DisplayState</c>
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/// </summary>
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public bool Paused => _state != DisplayState.Game;
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/// <summary>
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/// a property to check how many coffees the player has had
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/// </summary>
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public int hadCoffee = 0;
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/// <summary>
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/// function to set doesn't destroy on load and checks for multiple instances
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/// </summary>
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39
RunningLateGame/Assets/Scripts/VendingMachine.cs
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39
RunningLateGame/Assets/Scripts/VendingMachine.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Random = System.Random;
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public class VendingMachine : CommonInteractable
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{
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/// <summary>
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/// prefab to spawn when the player interacts with the vending machine
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/// </summary>
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public GameObject coffee;
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/// <summary>
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/// the amount of stock the vending machine has
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/// </summary>
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private int _stock;
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private GameObject _instance;
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public void Start()
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{
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var rand = new Random();
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_stock = rand.Next(1, 3);
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}
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/// <summary>
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/// to spawn the coffee prefab if there is stock
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/// </summary>
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public override void Interact()
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{
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if (_stock > 0)
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{
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_instance = Instantiate(coffee, transform.position, Quaternion.identity);
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_instance.GetComponent<Rigidbody>().AddForce(Vector3.up * 5, ForceMode.Impulse);
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_instance.GetComponent<Rigidbody>().AddForce(Vector3.forward * 5, ForceMode.Impulse);
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_stock--;
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}
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}
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}
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11
RunningLateGame/Assets/Scripts/VendingMachine.cs.meta
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11
RunningLateGame/Assets/Scripts/VendingMachine.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a62fca1ecd183554aa5287e1f5a4e75b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in a new issue