Files
let-him-cook/Assets/Scripts/Cooking.cs

86 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cooking : MonoBehaviour
{
// void CheckDishes()
// {
// foreach (GameObject ingredient in currentCollisions) {
// Debug.Log(ingredient.name);
// Debug.Log(ingredient.GetComponent<Ingredient>().NutritionalValue);
// }
// }
void CreateDish() {
List <GameObject> Ingredients = GetIngredients();
List <GameObject> AllDishes = new List <GameObject>();
// Find all dishes ingredients can make
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);
}
}
foreach (GameObject Dish in PossibleDishes) {
Debug.Log(Dish);
}
}
// 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);
CreateDish();
}
private void OnTriggerExit2D(Collider2D other) {
currentCollisions.Remove (other.gameObject);
}
List <GameObject> GetIngredients()
{
return currentCollisions;
}
// void Update()
// {
// GetIngredients();
// }
}