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 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;
HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving"};
@ -85,6 +85,8 @@ public class Client_controller : MonoBehaviour, IUsable
agent.updateUpAxis = false;
//Get target
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
@ -93,8 +95,7 @@ public class Client_controller : MonoBehaviour, IUsable
//Navigation
// Debug.Log(gameObject.name + " navigation : "+ agent.isStopped + " " + agent.remainingDistance);
//Reached seat
if(status=="entering" && agent.remainingDistance==0)
if(status=="entering" && !agent.pathPending && agent.remainingDistance==0) //Reached seat ?
{
status="waiting";
waitTimer=waitingTime;
@ -112,7 +113,8 @@ public class Client_controller : MonoBehaviour, IUsable
}
//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;
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
}
}
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)
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) ////

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@ -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();
}