Added crazy Dish ui screen

This commit is contained in:
2024-04-03 17:40:54 +02:00
parent 2c4b6ec8ba
commit c654661e8e
350 changed files with 61076 additions and 185 deletions

View File

@@ -8,7 +8,6 @@ public class CookButton : MonoBehaviour
public GameObject Button;
void OnMouseUp() {
Debug.Log("L");
Button.GetComponentInParent<Cooking>().CreateDish();
}
}

View File

@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using Microsoft.Unity.VisualStudio.Editor;
using UnityEngine;
public class Cooking : MonoBehaviour
@@ -14,6 +15,7 @@ public class Cooking : MonoBehaviour
// }
public Vector3 FinishedDishPosition;
public GameObject AllIngredients;
@@ -96,18 +98,17 @@ public class Cooking : MonoBehaviour
}
}
// old code
//--------------------------------------
// // 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;
foreach (GameObject Ingredient in UsedIngredients) {
Transform transform = Ingredient.GetComponent<Ingredient>().transform;
transform.position = Vector3.up * 50;
}
//BestDish.transform.position = FinishedDishPosition;
//--------------------------------------
// Return ingredients to table
@@ -118,6 +119,13 @@ public class Cooking : MonoBehaviour
ingredient.GetComponent<Ingredient>().ResetPosition();
}
// Show dish ui screen
Sprite DishImage = BestDish.GetComponent<SpriteRenderer>().sprite;
int Stars = 3;
string DishName = BestDish.name;
gameObject.GetComponent<DishUI>().ShowUI(DishName, DishImage, Stars);
}
// Keep track of ingredients going on and off the cooker.

64
Assets/Scripts/DishUI.cs Normal file
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@@ -0,0 +1,64 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
public class DishUI : MonoBehaviour
{
public TextMeshProUGUI DishNameField;
public Image DishImage;
public GameObject UIScreen;
public GameObject _1Star;
public GameObject _2Stars;
public GameObject _3Stars;
public GameObject _4Stars;
public GameObject _5Stars;
float Timer = 0;
bool IsVisible = false;
private void Start() {
HideUI();
}
private void Update() {
Timer -= Time.deltaTime;
if (Timer < 0 && IsVisible) {
HideUI();
IsVisible = false;
}
}
public void ShowUI(string DishName, Sprite sprite, int Stars)
{
UIScreen.SetActive(true);
DishNameField.text = DishName;
DishImage.sprite = sprite;
if (Stars == 1)
_1Star.SetActive(true);
if (Stars == 2)
_2Stars.SetActive(true);
if (Stars == 3)
_3Stars.SetActive(true);
if (Stars == 4)
_4Stars.SetActive(true);
if (Stars == 5)
_5Stars.SetActive(true);
IsVisible = true;
Timer = 3;
}
void HideUI()
{
UIScreen.SetActive(false);
_1Star.SetActive(false);
_2Stars.SetActive(false);
_3Stars.SetActive(false);
_4Stars.SetActive(false);
_5Stars.SetActive(false);
}
}

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@@ -0,0 +1,11 @@
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