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2 commits

Author SHA1 Message Date
Sc0rch-thinks 12e433e0a6 game: adding Vending Machine 2024-08-15 17:06:00 +08:00
Sc0rch-thinks 4f2a1290cb game: applying layer changes to prefabs
changed to AIWalkable layer to allow the ai to nav mesh over

# Conflicts:
#	RunningLateGame/Assets/Scenes/Playgrounds/RyanAIPlaygroundA/playgroundTestingGround.asset
2024-08-15 17:05:54 +08:00
20 changed files with 1849 additions and 64 deletions

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@ -85,6 +85,11 @@ public enum DisplayState
/// </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>

View 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--;
}
}
}

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