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Overbrewed
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GameDevWeek
S
Sommersemester 2019
Unity
Overbrewed
Commits
90b2f22b
Commit
90b2f22b
authored
Sep 22, 2019
by
Tobias
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Plain Diff
Made Spawn Tracks Parallel
parent
58d7d137
Changes
3
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3 changed files
with
561 additions
and
401 deletions
+561
-401
Assets/_Game/Scenes/Level_0_Overbrewed.unity
Assets/_Game/Scenes/Level_0_Overbrewed.unity
+549
-399
Assets/_Game/Scripts/Customer/CustomerBehaviour.cs
Assets/_Game/Scripts/Customer/CustomerBehaviour.cs
+8
-1
Assets/_Game/Scripts/Customer/CustomerSpawner.cs
Assets/_Game/Scripts/Customer/CustomerSpawner.cs
+4
-1
No files found.
Assets/_Game/Scenes/Level_0_Overbrewed.unity
View file @
90b2f22b
This diff is collapsed.
Click to expand it.
Assets/_Game/Scripts/Customer/CustomerBehaviour.cs
View file @
90b2f22b
...
...
@@ -19,6 +19,7 @@ public class CustomerBehaviour : MonoBehaviour
private
bool
_percTwo
=
false
;
private
bool
_percThree
=
false
;
private
Transform
_despawnPoint
;
private
GameObject
_cameraObject
;
private
NavMeshAgent
_agent
;
private
Order
_customerOrder
;
...
...
@@ -53,6 +54,12 @@ public class CustomerBehaviour : MonoBehaviour
public
NavMeshAgent
Agent
=>
_agent
;
public
Transform
DespawnPoint
{
get
=>
_despawnPoint
;
set
=>
_despawnPoint
=
value
;
}
// Start is called before the first frame update
void
Start
()
{
...
...
@@ -98,7 +105,7 @@ public class CustomerBehaviour : MonoBehaviour
print
(
"I waited too long!!!11!elf"
);
_playerActor
.
AudioSource
.
PlayOneShot
(
_customerSounds
.
GetAngryClip
(),
0.2f
);
_agent
.
SetDestination
(
transform
.
parent
.
position
);
_agent
.
SetDestination
(
_despawnPoint
.
transform
.
position
);
_customerBar
.
gameObject
.
SetActive
(
false
);
_state
=
CustomerState
.
Leaving
;
}
...
...
Assets/_Game/Scripts/Customer/CustomerSpawner.cs
View file @
90b2f22b
...
...
@@ -9,6 +9,7 @@ public class CustomerSpawner : MonoBehaviour
{
[
SerializeField
]
private
List
<
CustomerData
>
possibleCustomers
;
[
SerializeField
]
private
List
<
Transform
>
waitingSpots
;
[
SerializeField
]
private
List
<
Transform
>
despawnSpots
;
[
SerializeField
]
private
float
maxTimeTillNextCustomer
;
[
SerializeField
]
private
float
timeTillFullDifficulty
;
[
SerializeField
]
private
AnimationCurve
timeCurve
;
...
...
@@ -35,11 +36,13 @@ public class CustomerSpawner : MonoBehaviour
// Spawn Customer
int
randomValue
=
Random
.
Range
(
0
,
possibleCustomers
.
Count
-
1
);
GameObject
customerObject
=
Instantiate
(
possibleCustomers
[
randomValue
].
Prefab
,
this
.
transform
);
Instantiate
(
possibleCustomers
[
randomValue
].
Prefab
,
despawnSpots
[
freeSpot
]
);
NavMeshAgent
agent
=
customerObject
.
GetComponent
<
NavMeshAgent
>();
if
(
agent
!=
null
)
{
agent
.
SetDestination
(
waitingSpots
[
freeSpot
].
position
);
customerObject
.
GetComponent
<
CustomerBehaviour
>().
DespawnPoint
=
despawnSpots
[
freeSpot
];
}
customerObject
.
GetComponent
<
CustomerBehaviour
>().
CustomerData
=
possibleCustomers
[
randomValue
].
Order
;
...
...
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