Functionnal navigation / service
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5 changed files with 170 additions and 155 deletions
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@ -9,7 +9,7 @@ using UnityEngine.AI;
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public class Client_controller : MonoBehaviour, IUsable
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{
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public float consumeTime = 3.0f; //Time to consume currentMug
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public float waitingTime = 10.0f; //Patience after ordering
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public float waitingTime = 10.0f; //Patience after reaching seat
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string _status;
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HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving"};
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@ -85,6 +85,8 @@ public class Client_controller : MonoBehaviour, IUsable
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agent.updateUpAxis = false;
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//Get target
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agent.destination = ClientManager.Instance.assignTarget();
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//Assign Random priority to prevent two agent blocking each other
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agent.avoidancePriority=Random.Range(0, 99);
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}
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// Update is called once per frame
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@ -93,8 +95,7 @@ public class Client_controller : MonoBehaviour, IUsable
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//Navigation
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// Debug.Log(gameObject.name + " navigation : "+ agent.isStopped + " " + agent.remainingDistance);
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//Reached seat
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if(status=="entering" && agent.remainingDistance==0)
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if(status=="entering" && !agent.pathPending && agent.remainingDistance==0) //Reached seat ?
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{
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status="waiting";
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waitTimer=waitingTime;
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@ -112,7 +113,8 @@ public class Client_controller : MonoBehaviour, IUsable
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}
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//Consume Timer
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if (status=="consuming" && agent.remainingDistance==0) //Consuming mug if there's one and reached destination
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//TODO : Make Client Obstacle when consumming
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if(status=="consuming" && !agent.pathPending && agent.remainingDistance==0) //Consuming mug if there's one and reached destination
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{
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consumeTimer -= Time.deltaTime;
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if (consumeTimer < 0) //Finished consuming mug ?
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@ -131,5 +133,10 @@ public class Client_controller : MonoBehaviour, IUsable
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agent.destination = ClientManager.Instance.assignTarget(agent.destination); //Request next target
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}
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}
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if(status=="leaving" && !agent.pathPending && agent.remainingDistance==0)
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{
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ClientManager.Instance.clientLeave(gameObject);
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}
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}
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}
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@ -6,14 +6,15 @@ using UnityEditor;
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//Define the system managing the clients. (Singleton)
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public sealed class ClientManager : MonoBehaviour
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{
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int currentNbClient = 0;
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int nbMaxClients = 1;
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int nbMaxClients = 3;
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bool clientSpawnReady = false;
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float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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float maxTimeNewClients = 10.0f;
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string ClientRessourceFolder = "Clients";
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private Object[] clients;
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GameObject ClientContainer = null;
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List<int> clientIDs = new List<int>();
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Vector2 spawnPoint;
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Dictionary<Vector2, bool> targets_dict; //Dict with target and wether they're taken by a client
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@ -22,20 +23,32 @@ public sealed class ClientManager : MonoBehaviour
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//Return wether a new client was created
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public bool clientRequest()
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{
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if(clientSpawnReady && currentNbClient<nbMaxClients && targets_dict.ContainsValue(false))
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if(clientSpawnReady && clientIDs.Count<nbMaxClients && targets_dict.ContainsValue(false))
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{
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GameObject newClient = (GameObject)clients[Random.Range(0, clients.Length)];
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// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition);
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Instantiate(newClient, spawnPoint, Quaternion.identity);
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currentNbClient+=1;
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int prefabChoice = Random.Range(0, clients.Length);
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GameObject newClient = Instantiate((GameObject)clients[prefabChoice], spawnPoint, Quaternion.identity, ClientContainer.transform); //Instantiate new client inside ClientManager
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clientIDs.Add(newClient.GetInstanceID()); //Save ID
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// Debug.Log(newClient.GetInstanceID());
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newClient.name = newClient.name.Split('(')[0]+clientIDs[clientIDs.Count-1]; //Rename new client
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clientSpawnTimer=Random.Range(1.0f, maxTimeNewClients); //Need more random ?
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clientSpawnReady=false;
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// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition);
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return true; //New client instantiated
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}
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return false; //No new client
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}
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//Destroy a client
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public void clientLeave(GameObject client)
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{
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clientIDs.Remove(-int.Parse(client.name.Split('-')[1]));
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Destroy(client);
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// Debug.Log(client.name+" destroyed"+clientIDs.Count);
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}
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//Assign a random available target.
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public Vector2 assignTarget(Vector2? prevTarget=null)
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{
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@ -57,6 +70,10 @@ public sealed class ClientManager : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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ClientContainer = GameObject.Find("/GameSystem/ClientManager");
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if (ClientContainer is null)
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throw new System.Exception("No ClientManager found under GameSystem");
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// Load clients prefabs //
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// Find all assets labelled with 'usable' :
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@ -70,9 +87,13 @@ public sealed class ClientManager : MonoBehaviour
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clients = Resources.LoadAll(ClientRessourceFolder);
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foreach (var c in clients)
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// foreach (var c in clients)
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// {
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// Debug.Log(gameObject.name+" : "+c.name + " loaded");
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// }
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if (clients.Length<nbMaxClients)
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{
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Debug.Log(gameObject.name+" : "+c.name + " loaded");
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Debug.LogWarning("ClientManager doesn't have enough client prefab to manage unique MaxClients : "+clients.Length+"/"+nbMaxClients);
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}
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// Load Client spawn point //
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@ -95,10 +116,14 @@ public sealed class ClientManager : MonoBehaviour
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if(target.gameObject.name != "Targets")
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{
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targets_dict.Add(target.position, false);
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Debug.Log("Client target : "+ target.gameObject.name + target.position);
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// Debug.Log("Client target : "+ target.gameObject.name + target.position);
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}
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}
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}
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if (targets_dict.Count<nbMaxClients)
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{
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Debug.LogWarning("ClientManager doesn't have enough target to manage MaxClients : "+targets_dict.Count+"/"+nbMaxClients);
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}
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}
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// Update is called once per frame
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@ -110,6 +135,7 @@ public sealed class ClientManager : MonoBehaviour
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if(clientSpawnTimer<=0)
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clientSpawnReady=true;
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}
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// Debug.Log("Client Spawn : "+clientSpawnTimer+" / Seat available: "+targets_dict.ContainsValue(false));
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}
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//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
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@ -8,7 +8,7 @@ public sealed class GameSystem : MonoBehaviour
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{
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//Time
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bool serviceOpen = false;
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float serviceTime = 10.0f;
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float serviceTime = 30.0f;
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float serviceTimer = 0.0f;
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float slowScale = 0.5f; //Default scale for slow mode
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private float fixedDeltaTime;
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@ -69,8 +69,10 @@ public sealed class GameSystem : MonoBehaviour
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{
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serviceTimer-= Time.deltaTime;
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if (serviceTimer < 0)
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{
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serviceOpen = false;
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Debug.Log("Service closed");
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}
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ClientManager.Instance.clientRequest();
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}
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