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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