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m_LocalScale: {x: 1, y: 1, z: 1} + m_LocalScale: {x: 2, y: 2, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1325490341} @@ -1857,6 +2915,8 @@ MonoBehaviour: RequiredIngredients: - {fileID: 143107362} - {fileID: 1274549341} + - {fileID: 1001436608} + NutritionalValue: 0 --- !u!212 &1790468150 SpriteRenderer: m_ObjectHideFlags: 0 @@ -1898,12 +2958,12 @@ SpriteRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 - m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3} + m_Sprite: {fileID: 21300000, guid: 6658aaa835fd0354c8369158b264a7d7, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 m_FlipY: 0 m_DrawMode: 0 - m_Size: {x: 1, y: 1} + m_Size: {x: 0.64, y: 0.64} m_AdaptiveModeThreshold: 0.5 m_SpriteTileMode: 0 m_WasSpriteAssigned: 1 diff --git a/Assets/Scripts/CookButton.cs b/Assets/Scripts/CookButton.cs new file mode 100644 index 0000000..2eb9dca --- /dev/null +++ b/Assets/Scripts/CookButton.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using Unity.VisualScripting; +using UnityEngine; + +public class CookButton : MonoBehaviour +{ + public GameObject Button; + + void OnMouseUp() { + Debug.Log("L"); + Button.GetComponentInParent().CreateDish(); + } +} diff --git a/Assets/Scripts/CookButton.cs.meta b/Assets/Scripts/CookButton.cs.meta new file mode 100644 index 0000000..e0fed74 --- /dev/null +++ b/Assets/Scripts/CookButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 30e28733a4100f84e806c42e84c6d4ba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Cooking.cs b/Assets/Scripts/Cooking.cs index d592768..74471b2 100644 --- a/Assets/Scripts/Cooking.cs +++ b/Assets/Scripts/Cooking.cs @@ -4,45 +4,137 @@ using UnityEngine; public class Cooking : MonoBehaviour { - - private string[] ingrediens = {"L","Egg"}; - - - - List GetIngredients() - { - - - - return currentCollisions; - } - - void CheckDishes() - { - foreach (GameObject ingredient in currentCollisions) { + // void CheckDishes() + // { + // foreach (GameObject ingredient in currentCollisions) { - Debug.Log(ingredient.name); - } + // Debug.Log(ingredient.name); + // Debug.Log(ingredient.GetComponent().NutritionalValue); + // } + // } + + public Vector3 FinishedDishPosition; + + public void CreateDish() { + List Ingredients = GetIngredients(); + + List AllDishes = new List (); + + // Find all dishes ingredients can make + + if (Ingredients.Count < 1) { + return; + } + + foreach (GameObject Ingredient in Ingredients) { + + Debug.Log(Ingredient.name); + + List Dishes = Ingredient.GetComponent().IngredientIn; + + foreach (GameObject Dish in Dishes) { + AllDishes.Add(Dish); + } + } + + + + List PossibleDishes = new List (); + // Find the dishes, where all ingredients exist + + foreach (GameObject Dish in AllDishes) { + List RequiredIngredients = Dish.GetComponent().RequiredIngredients; + + int NumberOfIngredients = RequiredIngredients.Count; + int IngredientsFulfilled = 0; + + foreach (GameObject Ingredient in Ingredients) { + + if (RequiredIngredients.Contains(Ingredient)) { + IngredientsFulfilled++; + } + } + + if (IngredientsFulfilled == NumberOfIngredients) { + PossibleDishes.Add(Dish); + } + } + + // No dishes possible + + if (PossibleDishes.Count < 1) { + return; + } + + GameObject BestDish = null; + foreach (GameObject Dish in PossibleDishes) { + + if (BestDish == null) { + BestDish = Dish; + continue; + } + + int CurrentNutritionalValue = Dish.GetComponent().NutritionalValue; + int BestNutrionnalValue = BestDish.GetComponent().NutritionalValue; + + if (CurrentNutritionalValue > BestNutrionnalValue) { + BestDish = Dish; + } + } + + // Find used ingredients + List IngredientsInDish = BestDish.GetComponent().RequiredIngredients; + List UsedIngredients = new(); + List UnusedIngredients = new(); + + foreach (GameObject Ingredient in Ingredients) { + if (IngredientsInDish.Contains(Ingredient)) { + UsedIngredients.Add(Ingredient); + } + else { + UnusedIngredients.Add(Ingredient); + } + } + + // Remove ingredients and add the dish + foreach (GameObject Ingredient in UsedIngredients) { + Transform transform = Ingredient.GetComponent().transform; + transform.position = Vector3.up * 50; + } + + BestDish.transform.position = FinishedDishPosition; + + } - - // Keep track of ingredients going on and off the cooker. - List currentCollisions = new List (); + List currentCollisions = new List (); private void OnTriggerEnter2D(Collider2D other) { currentCollisions.Add (other.gameObject); - CheckDishes(); } private void OnTriggerExit2D(Collider2D other) { currentCollisions.Remove (other.gameObject); } - - - void Update() + List GetIngredients() { - GetIngredients(); + List Ingredients = new List (); + + foreach (GameObject collision in currentCollisions) { + if (collision.tag == "Ingredient") { + Ingredients.Add(collision); + } + } + return Ingredients; } + // void Update() + // { + // GetIngredients(); + // } + + + + } diff --git a/Assets/Scripts/Dish.cs b/Assets/Scripts/Dish.cs index b2f4675..a1dba51 100644 --- a/Assets/Scripts/Dish.cs +++ b/Assets/Scripts/Dish.cs @@ -5,6 +5,7 @@ using UnityEngine; public class Dish : MonoBehaviour { public List RequiredIngredients; + public int NutritionalValue; // Start is called before the first frame update diff --git a/Assets/Scripts/Ingredient.cs b/Assets/Scripts/Ingredient.cs index 9907f88..2ea459e 100644 --- a/Assets/Scripts/Ingredient.cs +++ b/Assets/Scripts/Ingredient.cs @@ -9,6 +9,7 @@ public class Ingredient : MonoBehaviour Vector3 mousePosition; new public Transform transform; public List IngredientIn; + public int NutritionalValue; bool isMoving = false; //public GameObject table; void Start() @@ -32,9 +33,6 @@ public class Ingredient : MonoBehaviour void OnMouseUp() { if (isMoving) - 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