Commit 9b7bfc97 authored by bennet's avatar bennet
parents ebc0bb43 bd0670f2
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......@@ -56,7 +56,8 @@ namespace Scripts.Brewing
return true;
}
if (_currentCarriable is ContainerType && carriable is IngredientType)
if (_currentCarriable is ContainerType && carriable is IngredientType &&
((ContainerType) _currentCarriable).CheckAllowedIngredients((IngredientType) carriable))
{
if (_container.AddIngredient((IngredientType) carriable))
{
......@@ -121,7 +122,8 @@ namespace Scripts.Brewing
if (_currentCarriable is ContainerType)
{
GameObject newObject = Instantiate(((ContainerType) _currentCarriable).GetPrefab(), _itemSpawn.transform.position,
GameObject newObject = Instantiate(((ContainerType) _currentCarriable).GetPrefab(),
_itemSpawn.transform.position,
_itemSpawn.transform.rotation);
newObject.transform.parent = _itemSpawn.transform;
}
......@@ -131,7 +133,6 @@ namespace Scripts.Brewing
_itemSpawn.transform.rotation);
newObject.transform.parent = _itemSpawn.transform;
}
}
}
}
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
namespace Scripts.Brewing.ItemTypes
{
[CreateAssetMenu(fileName = "New ContainerType", menuName = "OverBrewed/Brewing/ContainerType", order = 6)]
public class ContainerType : Carriable
{
[SerializeField] private List<IngredientType> allowedIntregients;
[SerializeField] private GameObject closedPrefab;
[SerializeField] private GameObject emptyPrefab;
......@@ -17,5 +20,10 @@ namespace Scripts.Brewing.ItemTypes
{
return isOpen ? isEmpty ? emptyPrefab : prefab : closedPrefab;
}
public bool CheckAllowedIngredients(IngredientType ingredient)
{
return allowedIntregients.Contains(ingredient);
}
}
}
......@@ -102,9 +102,9 @@ public class CustomerBehaviour : MonoBehaviour
_playerActor.gameObject.transform.LookAt(_playerActor.gameObject.transform.position + _agent.velocity);
_customerBar.transform.parent.LookAt(_cameraObject.transform);
Vector3 trans = _customerBar.transform.position;
_customerBar.transform.parent.LookAt(new Vector3(trans.x, trans.y, -100.0f));
_orderPopUp.transform.LookAt(_cameraObject.transform);
}
private IEnumerator OrderAndWait(float orderDuration)
......
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