Functionnal navigation / service

This commit is contained in:
Antoine H 2020-12-31 16:24:44 +01:00
parent 7a7fcb6ac1
commit 81dfbfaa57
5 changed files with 170 additions and 155 deletions

View file

@ -6,14 +6,15 @@ using UnityEditor;
//Define the system managing the clients. (Singleton)
public sealed class ClientManager : MonoBehaviour
{
int currentNbClient = 0;
int nbMaxClients = 1;
int nbMaxClients = 3;
bool clientSpawnReady = false;
float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
float maxTimeNewClients = 10.0f;
string ClientRessourceFolder = "Clients";
private Object[] clients;
GameObject ClientContainer = null;
List<int> clientIDs = new List<int>();
Vector2 spawnPoint;
Dictionary<Vector2, bool> targets_dict; //Dict with target and wether they're taken by a client
@ -22,20 +23,32 @@ public sealed class ClientManager : MonoBehaviour
//Return wether a new client was created
public bool clientRequest()
{
if(clientSpawnReady && currentNbClient<nbMaxClients && targets_dict.ContainsValue(false))
if(clientSpawnReady && clientIDs.Count<nbMaxClients && targets_dict.ContainsValue(false))
{
GameObject newClient = (GameObject)clients[Random.Range(0, clients.Length)];
// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition);
Instantiate(newClient, spawnPoint, Quaternion.identity);
currentNbClient+=1;
int prefabChoice = Random.Range(0, clients.Length);
GameObject newClient = Instantiate((GameObject)clients[prefabChoice], spawnPoint, Quaternion.identity, ClientContainer.transform); //Instantiate new client inside ClientManager
clientIDs.Add(newClient.GetInstanceID()); //Save ID
// Debug.Log(newClient.GetInstanceID());
newClient.name = newClient.name.Split('(')[0]+clientIDs[clientIDs.Count-1]; //Rename new client
clientSpawnTimer=Random.Range(1.0f, maxTimeNewClients); //Need more random ?
clientSpawnReady=false;
// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition);
return true; //New client instantiated
}
return false; //No new client
}
//Destroy a client
public void clientLeave(GameObject client)
{
clientIDs.Remove(-int.Parse(client.name.Split('-')[1]));
Destroy(client);
// Debug.Log(client.name+" destroyed"+clientIDs.Count);
}
//Assign a random available target.
public Vector2 assignTarget(Vector2? prevTarget=null)
{
@ -57,6 +70,10 @@ public sealed class ClientManager : MonoBehaviour
// Start is called before the first frame update
void Start()
{
ClientContainer = GameObject.Find("/GameSystem/ClientManager");
if (ClientContainer is null)
throw new System.Exception("No ClientManager found under GameSystem");
// Load clients prefabs //
// Find all assets labelled with 'usable' :
@ -70,9 +87,13 @@ public sealed class ClientManager : MonoBehaviour
clients = Resources.LoadAll(ClientRessourceFolder);
foreach (var c in clients)
// foreach (var c in clients)
// {
// Debug.Log(gameObject.name+" : "+c.name + " loaded");
// }
if (clients.Length<nbMaxClients)
{
Debug.Log(gameObject.name+" : "+c.name + " loaded");
Debug.LogWarning("ClientManager doesn't have enough client prefab to manage unique MaxClients : "+clients.Length+"/"+nbMaxClients);
}
// Load Client spawn point //
@ -95,10 +116,14 @@ public sealed class ClientManager : MonoBehaviour
if(target.gameObject.name != "Targets")
{
targets_dict.Add(target.position, false);
Debug.Log("Client target : "+ target.gameObject.name + target.position);
// Debug.Log("Client target : "+ target.gameObject.name + target.position);
}
}
}
if (targets_dict.Count<nbMaxClients)
{
Debug.LogWarning("ClientManager doesn't have enough target to manage MaxClients : "+targets_dict.Count+"/"+nbMaxClients);
}
}
// Update is called once per frame
@ -110,6 +135,7 @@ public sealed class ClientManager : MonoBehaviour
if(clientSpawnTimer<=0)
clientSpawnReady=true;
}
// Debug.Log("Client Spawn : "+clientSpawnTimer+" / Seat available: "+targets_dict.ContainsValue(false));
}
//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////

View file

@ -8,7 +8,7 @@ public sealed class GameSystem : MonoBehaviour
{
//Time
bool serviceOpen = false;
float serviceTime = 10.0f;
float serviceTime = 30.0f;
float serviceTimer = 0.0f;
float slowScale = 0.5f; //Default scale for slow mode
private float fixedDeltaTime;
@ -69,8 +69,10 @@ public sealed class GameSystem : MonoBehaviour
{
serviceTimer-= Time.deltaTime;
if (serviceTimer < 0)
{
serviceOpen = false;
Debug.Log("Service closed");
}
ClientManager.Instance.clientRequest();
}