Merge branch 'master' of git@ooftooft.net:Let-Him-Cook.git

# Conflicts:
#	Assets/Sprites/dårlig_toast.png.meta
#	Assets/Sprites/flour.png.meta
#	Assets/Sprites/meat_sauce_and_rice.png.meta
#	Assets/Sprites/onion.png.meta
#	Assets/Sprites/steak.png.meta
This commit is contained in:
PokingPines
2024-03-12 16:13:49 +01:00
27 changed files with 2153 additions and 71 deletions

5
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10
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{
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unity",
"type": "vstuc",
"request": "attach"
}
]
}

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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<Cooking>().CreateDish();
}
}

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@@ -4,45 +4,137 @@ using UnityEngine;
public class Cooking : MonoBehaviour
{
// void CheckDishes()
// {
// foreach (GameObject ingredient in currentCollisions) {
private string[] ingrediens = {"L","Egg"};
// Debug.Log(ingredient.name);
// Debug.Log(ingredient.GetComponent<Ingredient>().NutritionalValue);
// }
// }
public Vector3 FinishedDishPosition;
List <GameObject> GetIngredients()
{
public void CreateDish() {
List <GameObject> Ingredients = GetIngredients();
List <GameObject> AllDishes = new List <GameObject>();
// Find all dishes ingredients can make
return currentCollisions;
if (Ingredients.Count < 1) {
return;
}
void CheckDishes()
{
foreach (GameObject ingredient in currentCollisions) {
foreach (GameObject Ingredient in Ingredients) {
Debug.Log(ingredient.name);
Debug.Log(Ingredient.name);
List <GameObject> Dishes = Ingredient.GetComponent<Ingredient>().IngredientIn;
foreach (GameObject Dish in Dishes) {
AllDishes.Add(Dish);
}
}
List <GameObject> PossibleDishes = new List <GameObject>();
// Find the dishes, where all ingredients exist
foreach (GameObject Dish in AllDishes) {
List <GameObject> RequiredIngredients = Dish.GetComponent<Dish>().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<Dish>().NutritionalValue;
int BestNutrionnalValue = BestDish.GetComponent<Dish>().NutritionalValue;
if (CurrentNutritionalValue > BestNutrionnalValue) {
BestDish = Dish;
}
}
// Find used ingredients
List <GameObject> IngredientsInDish = BestDish.GetComponent<Dish>().RequiredIngredients;
List <GameObject> UsedIngredients = new();
List <GameObject> 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<Ingredient>().transform;
transform.position = Vector3.up * 50;
}
BestDish.transform.position = FinishedDishPosition;
}
// Keep track of ingredients going on and off the cooker.
List <GameObject> currentCollisions = new List <GameObject>();
private void OnTriggerEnter2D(Collider2D other) {
currentCollisions.Add (other.gameObject);
CheckDishes();
}
private void OnTriggerExit2D(Collider2D other) {
currentCollisions.Remove (other.gameObject);
}
void Update()
List <GameObject> GetIngredients()
{
GetIngredients();
List <GameObject> Ingredients = new List <GameObject>();
foreach (GameObject collision in currentCollisions) {
if (collision.tag == "Ingredient") {
Ingredients.Add(collision);
}
}
return Ingredients;
}
// void Update()
// {
// GetIngredients();
// }
}

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@@ -5,6 +5,7 @@ using UnityEngine;
public class Dish : MonoBehaviour
{
public List <GameObject> RequiredIngredients;
public int NutritionalValue;
// Start is called before the first frame update

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@@ -9,6 +9,7 @@ public class Ingredient : MonoBehaviour
Vector3 mousePosition;
new public Transform transform;
public List <GameObject> IngredientIn;
public int NutritionalValue;
bool isMoving = false;
//public GameObject table;
void Start()
@@ -32,9 +33,6 @@ public class Ingredient : MonoBehaviour
void OnMouseUp()
{
if (isMoving)
isMoving = false;
else
isMoving = true;

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View File

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View File

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View File

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