Add more interface w/ Unity Inspector and Managers
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4 changed files with 168 additions and 69 deletions
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@ -297,6 +297,7 @@ GameObject:
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m_Name: StockManager
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@ -7717,6 +7778,9 @@ MonoBehaviour:
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m_LocalScale: {x: 0.1, y: 0.1, z: 0.1}
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--- !u!1 &1520733216
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--- !u!1 &1905354803
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GameObject:
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@ -6,10 +6,13 @@ using UnityEditor;
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//Define the system managing the clients. (Singleton)
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public sealed class ClientManager : MonoBehaviour
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{
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int nbMaxClients = 3;
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[HideInInspector]
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public bool ready = false; //Wether the ClientManager is initialized
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public int nbMaxClients = 3;
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bool clientSpawnReady = false;
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float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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float maxTimeNewClients = 2.0f;
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public float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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public float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
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string ClientRessourceFolder = "Clients";
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private Object[] clients;
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@ -53,6 +56,12 @@ public sealed class ClientManager : MonoBehaviour
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Destroy(client);
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// Debug.Log(client.name+" destroyed"+clientIDs.Count);
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//Prevent immediate spawn of a new client after one leaving
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if(clientSpawnReady)
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{
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clientSpawnReady=false;
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clientSpawnTimer+=0.5f;
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}
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}
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//Return a random available target. Or the Exit if Exit=True.
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@ -90,6 +99,8 @@ public sealed class ClientManager : MonoBehaviour
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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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if(!ready)
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{
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ClientContainer = GameObject.Find("/GameSystem/ClientManager");
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if (ClientContainer is null)
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@ -145,6 +156,9 @@ public sealed class ClientManager : MonoBehaviour
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{
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Debug.LogWarning("ClientManager doesn't have enough target to manage MaxClients : "+targets_dict.Count+"/"+nbMaxClients);
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}
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ready = true;
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}
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}
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// Update is called once per frame
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@ -5,12 +5,15 @@ using UnityEngine;
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//Define the global game system of the service. (Singleton)
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public sealed class GameSystem : MonoBehaviour
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{
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[HideInInspector]
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public bool ready = false; //Wether the GameSystems are initialized
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//Time
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bool serviceOpen = false;
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float serviceTime = 30.0f;
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public float serviceTime = 30.0f;
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float serviceTimer = 0.0f;
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UITimer UIServiceTimer;
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float slowScale = 0.5f; //Default scale for slow mode
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public float slowScale = 0.5f; //Default scale for slow mode
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private float fixedDeltaTime;
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//TODO : Effect on gold change
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@ -63,6 +66,8 @@ public sealed class GameSystem : MonoBehaviour
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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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if(!ready)
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{
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// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
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this.fixedDeltaTime = Time.fixedDeltaTime;
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@ -76,6 +81,13 @@ public sealed class GameSystem : MonoBehaviour
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{
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UIServiceTimer=timerObj.GetComponent<UITimer>();
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}
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if(ClientManager.Instance.ready && StockManager.Instance.ready)
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{
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ready=true;
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Debug.Log("All GameSystems are ready");
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}
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}
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}
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// Start is called before the first frame update
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@ -6,6 +6,9 @@ using UnityEngine;
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//TODO : Update check stock of registered workshops
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public class StockManager : MonoBehaviour
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{
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[HideInInspector]
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public bool ready = false; //Wether the StockManager is initialized
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//Consumable
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Dictionary<string, Sprite> consumableSprites = new Dictionary<string, Sprite>(); //Sprite associated w/ types of consumable
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HashSet<string> avail_consumable = new HashSet<string>(); //Available consumable
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@ -32,7 +35,7 @@ public class StockManager : MonoBehaviour
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consumableSprites[prod_name]=prod_sprite;
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updateStock(prod_name, stock);
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workshop_register.Add(workshop);
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Debug.Log(workshop.gameObject.name+" registered by StockManager");
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// Debug.Log(workshop.gameObject.name+" registered by StockManager");
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}
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}
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@ -70,6 +73,8 @@ public class StockManager : MonoBehaviour
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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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if(!ready)
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{
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//Initialize global stock
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global_stock= new Dictionary<string, int>();
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@ -77,6 +82,9 @@ public class StockManager : MonoBehaviour
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{
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global_stock[cons]=0;
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}
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ready = true;
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}
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}
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// Update is called once per frame
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