using System.Threading.Tasks; using UnityEngine; namespace DDD { public class RestaurantEnvironmentController : RestaurantFlowController { private RestaurantEnvironmentStateSo _environmentState; public override Task InitializeController() { return Task.CompletedTask; } public override Task InitializeState() { _environmentState = RestaurantState.instance.EnvironmentState; return Task.CompletedTask; } public override Task OnReadyNewFlow(GameFlowState newFlowState) { // if(newFlowState == GameFlowState.ReadyForRestaurant) GenerateDummyEnvironmentProps(); // XXX : DUMMY! REMOVE THIS return Task.CompletedTask; } public override Task OnExitCurrentFlow(GameFlowState exitingFlowState) { return Task.CompletedTask; } private void GenerateDummyEnvironmentProps() { // Make dummy placement data foreach (EnvironmentData prop in DataManager.Instance.GetDataSo().GetDataList()) { for (int i = 0; i < 10; i++) { // Make a random position Vector2 randomPos = new Vector2( Random.Range(-10f, 10f), Random.Range(10f, 20f) ); var randomPropData = new RestaurantPropLocation(prop.Id, randomPos); _environmentState.Props.Add(randomPropData); } } } } }