Files
let-him-cook/Assets/Scripts/Cooking.cs
2024-04-03 17:40:54 +02:00

161 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Microsoft.Unity.VisualStudio.Editor;
using UnityEngine;
public class Cooking : MonoBehaviour
{
// void CheckDishes()
// {
// foreach (GameObject ingredient in currentCollisions) {
// Debug.Log(ingredient.name);
// Debug.Log(ingredient.GetComponent<Ingredient>().NutritionalValue);
// }
// }
public Vector3 FinishedDishPosition;
public GameObject AllIngredients;
public void CreateDish() {
List <GameObject> Ingredients = GetIngredients();
List <GameObject> AllDishes = new List <GameObject>();
// Find all dishes ingredients can make
if (Ingredients.Count < 1) {
return;
}
foreach (GameObject Ingredient in Ingredients) {
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);
}
}
// 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;
//--------------------------------------
// Return ingredients to table
for (int i = 0; i < AllIngredients.transform.childCount; i++)
{
GameObject ingredient = AllIngredients.transform.GetChild(i).gameObject;
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.
List <GameObject> currentCollisions = new List <GameObject>();
private void OnTriggerEnter2D(Collider2D other) {
currentCollisions.Add (other.gameObject);
}
private void OnTriggerExit2D(Collider2D other) {
currentCollisions.Remove (other.gameObject);
}
List <GameObject> GetIngredients()
{
List <GameObject> Ingredients = new List <GameObject>();
foreach (GameObject collision in currentCollisions) {
if (collision.tag == "Ingredient") {
Ingredients.Add(collision);
}
}
return Ingredients;
}
// void Update()
// {
// GetIngredients();
// }
}