Add ClientManager
This commit is contained in:
parent
4099e2908f
commit
641ce0abcb
5 changed files with 109 additions and 5 deletions
8
Assets/Scripts/GameSystems.meta
Normal file
8
Assets/Scripts/GameSystems.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f936e977ecaeacc44818a09cfebd7de1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
86
Assets/Scripts/GameSystems/ClientManager.cs
Normal file
86
Assets/Scripts/GameSystems/ClientManager.cs
Normal file
|
@ -0,0 +1,86 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
//Define the system managing the clients. (Singleton)
|
||||
public sealed class ClientManager : MonoBehaviour
|
||||
{
|
||||
int currentNbClient = 0;
|
||||
int nbMaxClients = 1;
|
||||
bool clientSpawnReady = false;
|
||||
float clientSpawnTimer = 2.0f; //Intial time before first spawn (pseudo-random after that)
|
||||
float maxTimeNewClients = 10.0f;
|
||||
|
||||
string ClientRessourceFolder = "Clients";
|
||||
Vector3 spawnPosition = new Vector3(0, 0, 0);
|
||||
private Object[] clients;
|
||||
|
||||
//Request new client
|
||||
//Return wether a new client was created
|
||||
public bool clientRequest()
|
||||
{
|
||||
if(clientSpawnReady && currentNbClient<nbMaxClients)
|
||||
{
|
||||
GameObject newClient = (GameObject)clients[Random.Range(0, clients.Length)];
|
||||
// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition);
|
||||
Instantiate(newClient, spawnPosition, Quaternion.identity);
|
||||
currentNbClient+=1;
|
||||
clientSpawnTimer=Random.Range(1.0f, maxTimeNewClients); //Need more random ?
|
||||
clientSpawnReady=false;
|
||||
|
||||
return true; //New client instantiated
|
||||
}
|
||||
return false; //No new client
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// Find all assets labelled with 'usable' :
|
||||
// string[] guids = AssetDatabase.FindAssets("", new string[] {"Assets/Prefabs/Characters/Clients"});
|
||||
|
||||
// foreach (string guid in guids)
|
||||
// {
|
||||
// Debug.Log(AssetDatabase.GUIDToAssetPath(guid));
|
||||
// Instantiate(guid, spawnPosition, Quaternion.identity);
|
||||
// }
|
||||
|
||||
clients = Resources.LoadAll(ClientRessourceFolder);
|
||||
|
||||
foreach (var c in clients)
|
||||
{
|
||||
Debug.Log(gameObject.name+" : "+c.name + " loaded");
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(!clientSpawnReady)
|
||||
{
|
||||
clientSpawnTimer-= Time.deltaTime;
|
||||
if(clientSpawnTimer<=0)
|
||||
clientSpawnReady=true;
|
||||
}
|
||||
}
|
||||
|
||||
//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
|
||||
private ClientManager()
|
||||
{
|
||||
}
|
||||
|
||||
public static ClientManager Instance { get { return Nested.instance; } }
|
||||
|
||||
private class Nested
|
||||
{
|
||||
// Explicit static constructor to tell C# compiler
|
||||
// not to mark type as beforefieldinit
|
||||
static Nested()
|
||||
{
|
||||
}
|
||||
|
||||
internal static readonly ClientManager instance = new GameObject("ClientManager").AddComponent<ClientManager>();
|
||||
}
|
||||
////
|
||||
}
|
13
Assets/Scripts/GameSystems/ClientManager.cs.meta
Normal file
13
Assets/Scripts/GameSystems/ClientManager.cs.meta
Normal file
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2bc1593400bcb054db0179d45fa332e9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- clientPrefab: {fileID: 5304524770463492230, guid: 2dde00c8c5857d2438fd92435d8c3abb,
|
||||
type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -4,7 +4,6 @@ using UnityEngine;
|
|||
using System; //Exceptions
|
||||
|
||||
//Define the global game system of the service. (Singleton)
|
||||
//TODO : Split gamesystem into subsystem ?
|
||||
public sealed class GameSystem : MonoBehaviour
|
||||
{
|
||||
//Time
|
||||
|
@ -14,10 +13,6 @@ public sealed class GameSystem : MonoBehaviour
|
|||
float slowScale = 0.5f; //Default scale for slow mode
|
||||
private float fixedDeltaTime;
|
||||
|
||||
//Clients
|
||||
// int nbMaxClients = 2;
|
||||
// float freqNewClients = 3.0f;
|
||||
|
||||
public void startService()
|
||||
{
|
||||
serviceTimer=serviceTime;
|
||||
|
@ -75,6 +70,8 @@ public sealed class GameSystem : MonoBehaviour
|
|||
serviceTimer-= Time.deltaTime;
|
||||
if (serviceTimer < 0)
|
||||
serviceOpen = false;
|
||||
|
||||
ClientManager.Instance.clientRequest();
|
||||
}
|
||||
|
||||
//Temporary manual slowmode toggle
|
Loading…
Add table
Add a link
Reference in a new issue