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Ticketing Spec
Johnathon Leon Guerrero edited this page Feb 3, 2022
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Machine that we are basing the system off of: https://www.barcodegiant.com/epson/part-c31c514a8471.htm?aw&adtype=pla&utm_medium=pla&utm_campaign=Shopping-Point-of-Sale&gclid=Cj0KCQiA0eOPBhCGARIsAFIwTs5iXQBpJ0HzSsB344HeXP2FgElQRFqu86Wu9ugazo0aR3ULIVZ2naYaAmKaEALw_wcB&gclsrc=aw.ds
For now, we can use a primitive placeholder but the system must
- Print legible tickets when prompted to by the Game Manager (ask Johnathon about specific API details)
- Tickets must be grabbable and organizable on the counter top. Don't let them move unless they are grabbed (make the rigidbody kinematic if it is in contact with the counter collider)
- Visual indicator (e.g. a point light) whenever a new ticket appears
- Add a button to the machine that, when pressed, reprints the last ticket that was printed (to account for user error if they lose a ticket)
Will require prefabs for
- Tickets using TextMeshPro for printed text
- Ticket printing machine with button and indicator light
How to hook up to game manager
- In the game manager script in the method "DrawOrder()" have it instantiate a prefab of your ticket (replace the ticket prefab already in there)
- This ticket prefab must have the printable component. The game manager will populate its order number and order string
- Done!