Start EventManager
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8 changed files with 193 additions and 6 deletions
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8
Assets/Resources/Events.meta
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8
Assets/Resources/Events.meta
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--- !u!1 &1809057616
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--- !u!1 &1809057616
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@ -136,6 +136,8 @@ public class Client_controller : MonoBehaviour, IUsable
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if(status=="entering" && !agent.pathPending && agent.remainingDistance==0) //Reached seat ?
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if(status=="entering" && !agent.pathPending && agent.remainingDistance==0) //Reached seat ?
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{
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{
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EventManager.Instance.spawnEvent(transform.position);
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status="waiting";
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status="waiting";
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waitTimer=waitingTime;
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waitTimer=waitingTime;
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order = ClientManager.Instance.assignOrder();
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order = ClientManager.Instance.assignOrder();
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@ -27,6 +27,7 @@ public sealed class ClientManager : MonoBehaviour
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float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
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float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
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bool clientSpawnReady = false;
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bool clientSpawnReady = false;
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[SerializeField]
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string ClientRessourceFolder = "Clients";
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string ClientRessourceFolder = "Clients";
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private Object[] clients;
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private Object[] clients;
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GameObject ClientContainer = null;
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GameObject ClientContainer = null;
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105
Assets/Scripts/GameSystems/EventManager.cs
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105
Assets/Scripts/GameSystems/EventManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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//Define the system managing the events. (Singleton)
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public sealed class EventManager : MonoBehaviour
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{
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//Singleton
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private static EventManager _instance=null;
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public static EventManager Instance { get
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{
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if(_instance is null)
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Debug.LogError("Missing EventManager instance");
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return _instance;
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}
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}
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[HideInInspector]
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public bool ready = false; //Wether the ClientManager is initialized
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[SerializeField]
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float SpawnRange = 1.0f;
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[SerializeField]
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int nbMaxEvents = 1; //Maximum active clients
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[SerializeField]
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float eventSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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[SerializeField]
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float maxTimeNewEvents = 2.0f; //Longest waiting time for new clients
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bool eventSpawnReady = false;
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[SerializeField]
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string EventRessourceFolder = "Events";
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private Object[] events;
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GameObject EventContainer=null;
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List<int> eventIDs = new List<int>();
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//Try to find a random point on NavMesh inside a range circle. A result would at a maximum distance of 2*range.
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bool RandomPoint(Vector3 center, float range, out Vector3 result)
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{
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for (int i = 0; i < 50; i++)
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{
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Vector3 randomPoint = center + (Vector3)Random.insideUnitCircle * range;
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NavMeshHit hit;
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if (NavMesh.SamplePosition(randomPoint, out hit, range, NavMesh.AllAreas))
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{
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result = hit.position;
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return true;
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}
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}
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result = Vector3.zero;
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return false;
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}
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public void spawnEvent(Vector3 position)
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{
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Vector3 spawnPoint;
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if (eventSpawnReady && eventIDs.Count<nbMaxEvents && RandomPoint(position, SpawnRange, out spawnPoint))
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{
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Debug.DrawRay(spawnPoint, Vector3.up, Color.blue, 2.0f);
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int prefabChoice = Random.Range(0, events.Length);
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GameObject newEvent = Instantiate((GameObject)events[prefabChoice], spawnPoint, Quaternion.identity, EventContainer.transform); //Instantiate new event inside ClientManager
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eventIDs.Add(newEvent.GetInstanceID()); //Save ID
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newEvent.name = newEvent.name.Split('(')[0]+eventIDs[eventIDs.Count-1]; //Rename new client
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eventSpawnTimer=Random.Range(1.0f, maxTimeNewEvents); //Need more random ?
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eventSpawnReady=false;
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}
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}
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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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//Singleton
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if (_instance != null && _instance != this)
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Destroy(this.gameObject);
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else
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_instance = this;
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if(!ready)
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{
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EventContainer = GameObject.Find("/GameSystem/EventManager");
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if (EventContainer is null)
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throw new System.Exception("No EventManager found under GameSystem");
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events = Resources.LoadAll(EventRessourceFolder);
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if (events.Length==0)
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{
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Debug.LogWarning("EventManager didn't find events prefab in ressource folder : "+EventRessourceFolder);
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}
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ready = true;
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}
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}
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// Update is called once per frame
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void Update()
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{
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if(!eventSpawnReady)
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{
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eventSpawnTimer-= Time.deltaTime;
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if(eventSpawnTimer<=0)
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eventSpawnReady=true;
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}
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}
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}
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11
Assets/Scripts/GameSystems/EventManager.cs.meta
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11
Assets/Scripts/GameSystems/EventManager.cs.meta
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