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

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@ -9,7 +9,7 @@ using UnityEngine.AI;
public class Client_controller : MonoBehaviour, IUsable public class Client_controller : MonoBehaviour, IUsable
{ {
public float consumeTime = 3.0f; //Time to consume currentMug public float consumeTime = 3.0f; //Time to consume currentMug
public float waitingTime = 10.0f; //Patience after ordering public float waitingTime = 10.0f; //Patience after reaching seat
string _status; string _status;
HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving"}; HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving"};
@ -85,6 +85,8 @@ public class Client_controller : MonoBehaviour, IUsable
agent.updateUpAxis = false; agent.updateUpAxis = false;
//Get target //Get target
agent.destination = ClientManager.Instance.assignTarget(); agent.destination = ClientManager.Instance.assignTarget();
//Assign Random priority to prevent two agent blocking each other
agent.avoidancePriority=Random.Range(0, 99);
} }
// Update is called once per frame // Update is called once per frame
@ -93,8 +95,7 @@ public class Client_controller : MonoBehaviour, IUsable
//Navigation //Navigation
// Debug.Log(gameObject.name + " navigation : "+ agent.isStopped + " " + agent.remainingDistance); // Debug.Log(gameObject.name + " navigation : "+ agent.isStopped + " " + agent.remainingDistance);
//Reached seat if(status=="entering" && !agent.pathPending && agent.remainingDistance==0) //Reached seat ?
if(status=="entering" && agent.remainingDistance==0)
{ {
status="waiting"; status="waiting";
waitTimer=waitingTime; waitTimer=waitingTime;
@ -112,7 +113,8 @@ public class Client_controller : MonoBehaviour, IUsable
} }
//Consume Timer //Consume Timer
if (status=="consuming" && agent.remainingDistance==0) //Consuming mug if there's one and reached destination //TODO : Make Client Obstacle when consumming
if(status=="consuming" && !agent.pathPending && agent.remainingDistance==0) //Consuming mug if there's one and reached destination
{ {
consumeTimer -= Time.deltaTime; consumeTimer -= Time.deltaTime;
if (consumeTimer < 0) //Finished consuming mug ? if (consumeTimer < 0) //Finished consuming mug ?
@ -131,5 +133,10 @@ public class Client_controller : MonoBehaviour, IUsable
agent.destination = ClientManager.Instance.assignTarget(agent.destination); //Request next target agent.destination = ClientManager.Instance.assignTarget(agent.destination); //Request next target
} }
} }
if(status=="leaving" && !agent.pathPending && agent.remainingDistance==0)
{
ClientManager.Instance.clientLeave(gameObject);
}
} }
} }

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@ -6,14 +6,15 @@ using UnityEditor;
//Define the system managing the clients. (Singleton) //Define the system managing the clients. (Singleton)
public sealed class ClientManager : MonoBehaviour public sealed class ClientManager : MonoBehaviour
{ {
int currentNbClient = 0; int nbMaxClients = 3;
int nbMaxClients = 1;
bool clientSpawnReady = false; bool clientSpawnReady = false;
float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that) float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
float maxTimeNewClients = 10.0f; float maxTimeNewClients = 10.0f;
string ClientRessourceFolder = "Clients"; string ClientRessourceFolder = "Clients";
private Object[] clients; private Object[] clients;
GameObject ClientContainer = null;
List<int> clientIDs = new List<int>();
Vector2 spawnPoint; Vector2 spawnPoint;
Dictionary<Vector2, bool> targets_dict; //Dict with target and wether they're taken by a client 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 //Return wether a new client was created
public bool clientRequest() 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)]; int prefabChoice = Random.Range(0, clients.Length);
// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition); GameObject newClient = Instantiate((GameObject)clients[prefabChoice], spawnPoint, Quaternion.identity, ClientContainer.transform); //Instantiate new client inside ClientManager
Instantiate(newClient, spawnPoint, Quaternion.identity); clientIDs.Add(newClient.GetInstanceID()); //Save ID
currentNbClient+=1; // 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 ? clientSpawnTimer=Random.Range(1.0f, maxTimeNewClients); //Need more random ?
clientSpawnReady=false; clientSpawnReady=false;
// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition);
return true; //New client instantiated return true; //New client instantiated
} }
return false; //No new client 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. //Assign a random available target.
public Vector2 assignTarget(Vector2? prevTarget=null) public Vector2 assignTarget(Vector2? prevTarget=null)
{ {
@ -57,6 +70,10 @@ public sealed class ClientManager : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
ClientContainer = GameObject.Find("/GameSystem/ClientManager");
if (ClientContainer is null)
throw new System.Exception("No ClientManager found under GameSystem");
// Load clients prefabs // // Load clients prefabs //
// Find all assets labelled with 'usable' : // Find all assets labelled with 'usable' :
@ -70,9 +87,13 @@ public sealed class ClientManager : MonoBehaviour
clients = Resources.LoadAll(ClientRessourceFolder); 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 // // Load Client spawn point //
@ -95,10 +116,14 @@ public sealed class ClientManager : MonoBehaviour
if(target.gameObject.name != "Targets") if(target.gameObject.name != "Targets")
{ {
targets_dict.Add(target.position, false); 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 // Update is called once per frame
@ -110,6 +135,7 @@ public sealed class ClientManager : MonoBehaviour
if(clientSpawnTimer<=0) if(clientSpawnTimer<=0)
clientSpawnReady=true; 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) //// //// 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
{ {
//Time //Time
bool serviceOpen = false; bool serviceOpen = false;
float serviceTime = 10.0f; float serviceTime = 30.0f;
float serviceTimer = 0.0f; float serviceTimer = 0.0f;
float slowScale = 0.5f; //Default scale for slow mode float slowScale = 0.5f; //Default scale for slow mode
private float fixedDeltaTime; private float fixedDeltaTime;
@ -69,8 +69,10 @@ public sealed class GameSystem : MonoBehaviour
{ {
serviceTimer-= Time.deltaTime; serviceTimer-= Time.deltaTime;
if (serviceTimer < 0) if (serviceTimer < 0)
{
serviceOpen = false; serviceOpen = false;
Debug.Log("Service closed");
}
ClientManager.Instance.clientRequest(); ClientManager.Instance.clientRequest();
} }