Add more interface w/ Unity Inspector and Managers

This commit is contained in:
Antoine H 2021-01-13 13:32:24 +01:00
parent 4f99687ae2
commit 901a2b6c10
4 changed files with 168 additions and 69 deletions

View file

@ -6,10 +6,13 @@ using UnityEditor;
//Define the system managing the clients. (Singleton)
public sealed class ClientManager : MonoBehaviour
{
int nbMaxClients = 3;
[HideInInspector]
public bool ready = false; //Wether the ClientManager is initialized
public int nbMaxClients = 3;
bool clientSpawnReady = false;
float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
float maxTimeNewClients = 2.0f;
public float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
public float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
string ClientRessourceFolder = "Clients";
private Object[] clients;
@ -53,6 +56,12 @@ public sealed class ClientManager : MonoBehaviour
Destroy(client);
// Debug.Log(client.name+" destroyed"+clientIDs.Count);
//Prevent immediate spawn of a new client after one leaving
if(clientSpawnReady)
{
clientSpawnReady=false;
clientSpawnTimer+=0.5f;
}
}
//Return a random available target. Or the Exit if Exit=True.
@ -91,59 +100,64 @@ public sealed class ClientManager : MonoBehaviour
//Awake is called when the script instance is being loaded.
void Awake()
{
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' :
// string[] guids = AssetDatabase.FindAssets("", new string[] {"Assets/Prefabs/Characters/Clients"});
// foreach (string guid in guids)
// {
// Debug.Log(AssetDatabase.GUIDToAssetPath(guid));
// Instantiate(guid, spawnPosition, Quaternion.identity);
// }
clients = Resources.LoadAll(ClientRessourceFolder);
// foreach (var c in clients)
// {
// Debug.Log(gameObject.name+" : "+c.name + " loaded");
// }
if (clients.Length<nbMaxClients)
if(!ready)
{
Debug.LogWarning("ClientManager doesn't have enough client prefab to manage unique MaxClients : "+clients.Length+"/"+nbMaxClients);
}
ClientContainer = GameObject.Find("/GameSystem/ClientManager");
if (ClientContainer is null)
throw new System.Exception("No ClientManager found under GameSystem");
// Load Client spawn point //
GameObject spawnObj = GameObject.Find("/GameSystem/ClientSpawn");
if (spawnObj is null)
throw new System.Exception("No ClientSpawn GameObject found under GameSystem");
spawnPoint = spawnObj.transform.position;
// Load clients prefabs //
// Load Client targets //
targets_dict = new Dictionary<Vector2, bool>();
GameObject targetsObj = GameObject.Find("/GameSystem/Targets");
if (targetsObj is null)
throw new System.Exception("No Targets GameObject found under GameSystem");
// Find all assets labelled with 'usable' :
// string[] guids = AssetDatabase.FindAssets("", new string[] {"Assets/Prefabs/Characters/Clients"});
Component[] targets = targetsObj.GetComponentsInChildren<Transform>();
if(targets != null)
{
foreach(Transform target in targets)
// foreach (string guid in guids)
// {
// Debug.Log(AssetDatabase.GUIDToAssetPath(guid));
// Instantiate(guid, spawnPosition, Quaternion.identity);
// }
clients = Resources.LoadAll(ClientRessourceFolder);
// foreach (var c in clients)
// {
// Debug.Log(gameObject.name+" : "+c.name + " loaded");
// }
if (clients.Length<nbMaxClients)
{
if(target.gameObject.name != "Targets")
Debug.LogWarning("ClientManager doesn't have enough client prefab to manage unique MaxClients : "+clients.Length+"/"+nbMaxClients);
}
// Load Client spawn point //
GameObject spawnObj = GameObject.Find("/GameSystem/ClientSpawn");
if (spawnObj is null)
throw new System.Exception("No ClientSpawn GameObject found under GameSystem");
spawnPoint = spawnObj.transform.position;
// Load Client targets //
targets_dict = new Dictionary<Vector2, bool>();
GameObject targetsObj = GameObject.Find("/GameSystem/Targets");
if (targetsObj is null)
throw new System.Exception("No Targets GameObject found under GameSystem");
Component[] targets = targetsObj.GetComponentsInChildren<Transform>();
if(targets != null)
{
foreach(Transform target in targets)
{
targets_dict.Add(target.position, false);
// Debug.Log("Client target : "+ target.gameObject.name + target.position);
if(target.gameObject.name != "Targets")
{
targets_dict.Add(target.position, false);
// 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);
if (targets_dict.Count<nbMaxClients)
{
Debug.LogWarning("ClientManager doesn't have enough target to manage MaxClients : "+targets_dict.Count+"/"+nbMaxClients);
}
ready = true;
}
}

View file

@ -5,12 +5,15 @@ using UnityEngine;
//Define the global game system of the service. (Singleton)
public sealed class GameSystem : MonoBehaviour
{
[HideInInspector]
public bool ready = false; //Wether the GameSystems are initialized
//Time
bool serviceOpen = false;
float serviceTime = 30.0f;
public float serviceTime = 30.0f;
float serviceTimer = 0.0f;
UITimer UIServiceTimer;
float slowScale = 0.5f; //Default scale for slow mode
public float slowScale = 0.5f; //Default scale for slow mode
private float fixedDeltaTime;
//TODO : Effect on gold change
@ -64,17 +67,26 @@ public sealed class GameSystem : MonoBehaviour
//Awake is called when the script instance is being loaded.
void Awake()
{
// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
this.fixedDeltaTime = Time.fixedDeltaTime;
GameObject timerObj = GameObject.Find("/UI/Canvas/ServiceTimer");
if(timerObj is null)
if(!ready)
{
Debug.LogWarning("No service timer found");
UIServiceTimer=null;
}
else
{
UIServiceTimer=timerObj.GetComponent<UITimer>();
// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
this.fixedDeltaTime = Time.fixedDeltaTime;
GameObject timerObj = GameObject.Find("/UI/Canvas/ServiceTimer");
if(timerObj is null)
{
Debug.LogWarning("No service timer found");
UIServiceTimer=null;
}
else
{
UIServiceTimer=timerObj.GetComponent<UITimer>();
}
if(ClientManager.Instance.ready && StockManager.Instance.ready)
{
ready=true;
Debug.Log("All GameSystems are ready");
}
}
}

View file

@ -6,6 +6,9 @@ using UnityEngine;
//TODO : Update check stock of registered workshops
public class StockManager : MonoBehaviour
{
[HideInInspector]
public bool ready = false; //Wether the StockManager is initialized
//Consumable
Dictionary<string, Sprite> consumableSprites = new Dictionary<string, Sprite>(); //Sprite associated w/ types of consumable
HashSet<string> avail_consumable = new HashSet<string>(); //Available consumable
@ -32,7 +35,7 @@ public class StockManager : MonoBehaviour
consumableSprites[prod_name]=prod_sprite;
updateStock(prod_name, stock);
workshop_register.Add(workshop);
Debug.Log(workshop.gameObject.name+" registered by StockManager");
// Debug.Log(workshop.gameObject.name+" registered by StockManager");
}
}
@ -71,11 +74,16 @@ public class StockManager : MonoBehaviour
//Awake is called when the script instance is being loaded.
void Awake()
{
//Initialize global stock
global_stock= new Dictionary<string, int>();
foreach(string cons in Consumable.allowed_types)
if(!ready)
{
global_stock[cons]=0;
//Initialize global stock
global_stock= new Dictionary<string, int>();
foreach(string cons in Consumable.allowed_types)
{
global_stock[cons]=0;
}
ready = true;
}
}