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12e433e0a6
Author | SHA1 | Date | |
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Sc0rch-thinks | 12e433e0a6 | ||
Sc0rch-thinks | 4f2a1290cb |
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@ -0,0 +1,7 @@
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@ -84,7 +84,12 @@ public enum DisplayState
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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
Normal file
39
RunningLateGame/Assets/Scripts/VendingMachine.cs
Normal file
|
@ -0,0 +1,39 @@
|
|||
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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|
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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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}
|
11
RunningLateGame/Assets/Scripts/VendingMachine.cs.meta
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11
RunningLateGame/Assets/Scripts/VendingMachine.cs.meta
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Reference in a new issue