Working Event system & SoftObstacle
This commit is contained in:
parent
08f623a1b1
commit
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8 changed files with 279 additions and 68 deletions
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@ -11,6 +11,7 @@ GameObject:
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- component: {fileID: 4255469056608660451}
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- component: {fileID: 839665940900074832}
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- component: {fileID: 521044286435324494}
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- component: {fileID: 5683341077662129582}
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m_Layer: 0
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m_Name: SoftObstacle
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m_TagString: Untagged
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@ -110,3 +111,18 @@ BoxCollider2D:
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serializedVersion: 2
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m_Size: {x: 2.1792417, y: 2.3361635}
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m_EdgeRadius: 0
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--- !u!114 &5683341077662129582
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 242890721790304732}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: da02c62b238bfbd48b8fc1f714a253e0, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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effectChance: 100
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mvtSlow: 2
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lifeTime: 30
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@ -32573,6 +32573,11 @@ PrefabInstance:
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propertyPath: nbMaxClients
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value: 3
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objectReference: {fileID: 0}
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- target: {fileID: 2157073180203202244, guid: dfb09d229e85c1446bee2e4f9357610e,
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type: 3}
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propertyPath: serviceTime
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value: 120
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objectReference: {fileID: 0}
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- target: {fileID: 2157073180203202245, guid: dfb09d229e85c1446bee2e4f9357610e,
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type: 3}
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propertyPath: m_Name
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@ -32641,7 +32646,12 @@ PrefabInstance:
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- target: {fileID: 7408334756516261553, guid: dfb09d229e85c1446bee2e4f9357610e,
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type: 3}
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propertyPath: nbMaxEvents
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value: 3
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 7408334756516261553, guid: dfb09d229e85c1446bee2e4f9357610e,
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type: 3}
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propertyPath: spawnChance
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value: 100
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: dfb09d229e85c1446bee2e4f9357610e, type: 3}
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@ -22,31 +22,41 @@ public class Client_controller : MonoBehaviour, IUsable
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if (_availStatus.Contains(value))
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_status = value;
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// Debug.Log(gameObject.name+" "+_status);
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//Switch Agent to obstacle if waiting
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if(value=="waiting")
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switch (value)
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{
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agent.Warp(agent.destination); //Make sure agent become static at right position
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agent.enabled = false;
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navObstacle.enabled = true;
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if(UIWaitingTimer != null)
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{
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UIWaitingTimer.DisplayIcon(true);
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UIWaitingTimer.SetValue(1.0f);
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UIWaitingTimer.gameObject.SetActive(true);
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}
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}
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else
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{
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if(UIWaitingTimer != null)
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UIWaitingTimer.gameObject.SetActive(false);
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if(value=="entering"||value=="leaving")
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{
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case "entering":
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navObstacle.enabled = false;
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agent.enabled = true;
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}
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if(UIWaitingTimer != null)
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UIWaitingTimer.gameObject.SetActive(false);
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break;
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case "waiting":
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//Switch Agent to obstacle if waiting
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agent.Warp(agent.destination); //Make sure agent become static at right position
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agent.enabled = false;
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navObstacle.enabled = true;
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if(UIWaitingTimer != null)
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{
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UIWaitingTimer.DisplayIcon(true);
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UIWaitingTimer.SetValue(1.0f);
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UIWaitingTimer.gameObject.SetActive(true);
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}
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break;
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case "consuming":
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EventManager.Instance.startCoroutine(gameObject);
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if(UIWaitingTimer != null)
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UIWaitingTimer.gameObject.SetActive(false);
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break;
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case "leaving":
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EventManager.Instance.stopCoroutine(gameObject);
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navObstacle.enabled = false;
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agent.enabled = true;
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if(UIWaitingTimer != null)
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UIWaitingTimer.gameObject.SetActive(false);
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break;
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default:
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break;
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}
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// navObstacle.enabled = value=="waiting";
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// agent.enabled = value!="waiting";
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@ -183,7 +193,12 @@ public class Client_controller : MonoBehaviour, IUsable
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if(status=="leaving" && !agent.pathPending && agent.remainingDistance==0)
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{
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ClientManager.Instance.clientLeave(gameObject);
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Destroy(gameObject);
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}
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}
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void OnDestroy()
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{
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ClientManager.Instance.clientLeave(gameObject);
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}
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}
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@ -4,6 +4,7 @@ using UnityEngine;
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using UnityEditor;
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//Define the system managing the clients. (Singleton)
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//TODO: Switch to a registering approach for clients
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public sealed class ClientManager : MonoBehaviour
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{
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//Singleton
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@ -40,6 +41,8 @@ public sealed class ClientManager : MonoBehaviour
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Vector2 spawnPoint;
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Dictionary<Vector2, bool> targets_dict; //Dict with target and wether they're taken by a client
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private List<IEnumerator> coroutines= new List<IEnumerator>(); //List of ClientManager coroutines
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//Request new client
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//Return wether a new client was created
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public bool clientRequest(float SpawnChance=100.0f)
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@ -61,15 +64,6 @@ public sealed class ClientManager : MonoBehaviour
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return false; //No new client
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}
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private IEnumerator requestCoroutine()
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{
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while(ClientManager.Instance!=null){
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if(GameSystem.Instance.serviceOpen)
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ClientManager.Instance.clientRequest(clientSpawnChance);
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yield return new WaitForSeconds(clientFrequency);
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}
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}
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//TODO: Reputation
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public void clientReward(int money)
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{
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@ -79,8 +73,7 @@ public sealed class ClientManager : MonoBehaviour
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//Destroy a client
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public void clientLeave(GameObject client)
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{
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clientIDs.Remove(-int.Parse(client.name.Split('-')[1]));
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Destroy(client);
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clientIDs.Remove(client.GetInstanceID());
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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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@ -124,6 +117,17 @@ public sealed class ClientManager : MonoBehaviour
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return order_type;
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}
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//InvokeRepeating() is another option
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//Coroutine to be started in a parallel process. It'll repeatidly request new client.
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private IEnumerator requestCoroutine()
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{
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while(ClientManager.Instance!=null){
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if(GameSystem.Instance.serviceOpen)
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ClientManager.Instance.clientRequest(clientSpawnChance);
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yield return new WaitForSeconds(clientFrequency);
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}
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}
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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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@ -196,7 +200,10 @@ public sealed class ClientManager : MonoBehaviour
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void Start()
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{
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StartCoroutine(requestCoroutine()); //Coroutine will start in parallel
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//Start coroutines in parallel
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coroutines.Add(requestCoroutine());
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foreach(IEnumerator c in coroutines)
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StartCoroutine(c);
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}
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// Update is called once per frame
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@ -211,6 +218,16 @@ public sealed class ClientManager : MonoBehaviour
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// Debug.Log("Client Spawn : "+clientSpawnTimer+" / Seat available: "+targets_dict.ContainsValue(false));
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}
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void OnDisable()
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{
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StopAllCoroutines();
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}
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void OnDestroy()
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{
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StopAllCoroutines();
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}
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//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
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// private ClientManager()
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// {
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@ -4,6 +4,7 @@ using UnityEngine;
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using UnityEngine.AI;
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//Define the system managing the events. (Singleton)
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//TODO: Switch to a registering approach for events
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public sealed class EventManager : MonoBehaviour
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{
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//Singleton
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@ -20,53 +21,85 @@ public sealed class EventManager : MonoBehaviour
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public bool ready = false; //Wether the ClientManager is initialized
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[SerializeField]
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float SpawnRange = 1.0f;
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float SpawnRange = 1.0f; //Range of an event spawn from its origin (real max distance = 2*range)
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[SerializeField]
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int nbMaxEvents = 1; //Maximum active clients
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[SerializeField]
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float eventSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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[SerializeField]
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float maxTimeNewEvents = 2.0f; //Longest waiting time for new clients
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bool eventSpawnReady = false;
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float spawnChance = 100.0f; //Probability of an event to spawn
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// [SerializeField]
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// float eventSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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// [SerializeField]
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// float maxTimeNewEvents = 2.0f; //Longest waiting time for new clients
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// bool eventSpawnReady = false;
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[SerializeField]
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string EventRessourceFolder = "Events";
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string EventRessourceFolder = "Events"; //Ressource folder w/ events prefabs
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private Object[] events;
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GameObject EventContainer=null;
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List<int> eventIDs = new List<int>();
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List<int> eventIDs = new List<int>(); //List of active event ID
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//Try to find a random point on NavMesh inside a range circle. A result would at a maximum distance of 2*range.
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bool RandomPoint(Vector3 center, float range, out Vector3 result)
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{
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for (int i = 0; i < 50; i++)
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{
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Vector3 randomPoint = center + (Vector3)Random.insideUnitCircle * range;
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NavMeshHit hit;
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if (NavMesh.SamplePosition(randomPoint, out hit, range, NavMesh.AllAreas))
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{
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result = hit.position;
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return true;
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}
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}
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result = Vector3.zero;
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return false;
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}
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private Dictionary<int,IEnumerator> coroutines= new Dictionary<int,IEnumerator>(); //Dict of EventManager coroutines associated to each client ID
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public void spawnEvent(Vector3 position)
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//Spawn an event near position with a probability of spawnChance%
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public void spawnEvent(Vector2 position, float spawnChance = 100.0f)
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{
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Vector3 spawnPoint;
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if (eventSpawnReady && eventIDs.Count<nbMaxEvents && RandomPoint(position, SpawnRange, out spawnPoint))
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if (Random.Range(0.0f, 99.9f)<spawnChance && eventIDs.Count<nbMaxEvents && RandomPoint(position, SpawnRange, out spawnPoint))
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{
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Debug.DrawRay(spawnPoint, Vector3.up, Color.blue, 2.0f);
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// Debug.DrawRay(spawnPoint, Vector3.up, Color.blue, 2.0f);
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int prefabChoice = Random.Range(0, events.Length);
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GameObject newEvent = Instantiate((GameObject)events[prefabChoice], spawnPoint, Quaternion.identity, EventContainer.transform); //Instantiate new event inside ClientManager
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eventIDs.Add(newEvent.GetInstanceID()); //Save ID
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newEvent.name = newEvent.name.Split('(')[0]+eventIDs[eventIDs.Count-1]; //Rename new client
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eventSpawnTimer=Random.Range(1.0f, maxTimeNewEvents); //Need more random ?
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eventSpawnReady=false;
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// eventSpawnTimer=Random.Range(1.0f, maxTimeNewEvents); //Need more random ?
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// eventSpawnReady=false;
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}
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}
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//Remove an event from the EventManager
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public void destroyEvent(GameObject eventObj)
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{
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eventIDs.Remove(eventObj.GetInstanceID());
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}
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//Start an event coroutine for client
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public void startCoroutine(GameObject client)
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{
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Debug.Log("EventManager: Start coroutine "+client.name);
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int clientID = client.GetInstanceID();
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if(coroutines.ContainsKey(clientID)) //Stop previous coroutine of the client
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StopCoroutine(coroutines[clientID]);
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IEnumerator newCoroutine = clientCoroutine(client.transform.position);
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coroutines[clientID]=newCoroutine;
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StartCoroutine(newCoroutine);
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}
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//Stop the event coroutine for client
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public void stopCoroutine(GameObject client)
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{
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int clientID = client.GetInstanceID();
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if(coroutines.ContainsKey(clientID))
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{
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Debug.Log("EventManager: Stop coroutine "+client.name);
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StopCoroutine(coroutines[clientID]);
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}
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}
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//InvokeRepeating() is another option
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//Coroutine to be started in a parallel process.
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private IEnumerator clientCoroutine(Vector2 position)
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{
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while(EventManager.Instance!=null){
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if(GameSystem.Instance.serviceOpen)
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EventManager.Instance.spawnEvent(position, spawnChance);
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yield return new WaitForSeconds(1.0f); //Called every second
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}
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}
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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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// Update is called once per frame
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void Update()
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{
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if(!eventSpawnReady)
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// if(!eventSpawnReady)
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// {
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// eventSpawnTimer-= Time.deltaTime;
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// if(eventSpawnTimer<=0)
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// eventSpawnReady=true;
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// }
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}
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void OnDisable()
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{
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StopAllCoroutines();
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}
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void OnDestroy()
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{
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StopAllCoroutines();
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}
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//Try to find a random point on NavMesh inside a range circle. A result would at a maximum distance of 2*range.
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bool RandomPoint(Vector3 center, float range, out Vector3 result)
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{
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for (int i = 0; i < 50; i++)
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{
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eventSpawnTimer-= Time.deltaTime;
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if(eventSpawnTimer<=0)
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eventSpawnReady=true;
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Vector3 randomPoint = center + (Vector3)Random.insideUnitCircle * range;
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NavMeshHit hit;
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if (NavMesh.SamplePosition(randomPoint, out hit, range, NavMesh.AllAreas))
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{
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result = hit.position;
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return true;
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}
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}
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result = Vector3.zero;
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return false;
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}
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}
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64
Assets/Scripts/SoftObstacle.cs
Normal file
64
Assets/Scripts/SoftObstacle.cs
Normal file
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@ -0,0 +1,64 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//Define the behavior of a soft obstacle
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//TODO : Effect on clients ? (Lower Tips/Repu ?)
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[RequireComponent(typeof(Collider2D))]
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public class SoftObstacle : MonoBehaviour
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{
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[SerializeField]
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float effectChance = 100.0f; //Probabily of fall on entering.
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[SerializeField]
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float mvtSlow = 1.0f; //Scale of movement slowdown (1.0f = no change).
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[SerializeField]
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float lifeTime = 3.0f; //Time to consume currentMug
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float lifeTimer;
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Tavernkeeper_controller player;
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// Start is called before the first frame update
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void Start()
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{
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lifeTimer=lifeTime;
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}
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// Update is called once per frame
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void Update()
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{
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lifeTimer -= Time.deltaTime;
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if(lifeTimer<0)
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{
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Destroy(gameObject);
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}
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}
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//TODO : Trigger falling animation on tavernkeeper
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag=="Player")
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{
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player=other.GetComponent<Tavernkeeper_controller>();
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player.mvt_speed=player.mvt_speed/mvtSlow; //Slow movement speed
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if(Random.Range(0.0f, 99.9f)<effectChance)
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{
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Debug.Log("Woops");
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player.emptyHands();
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}
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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if(other.tag=="Player")
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{
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player.mvt_speed=player.mvt_speed*mvtSlow; //Restore movement speed
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}
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}
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void OnDestroy()
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{
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EventManager.Instance.destroyEvent(gameObject);
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}
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}
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11
Assets/Scripts/SoftObstacle.cs.meta
Normal file
11
Assets/Scripts/SoftObstacle.cs.meta
Normal file
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: da02c62b238bfbd48b8fc1f714a253e0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -10,7 +10,8 @@ public class Tavernkeeper_controller : MonoBehaviour
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public float action_dist = 1.5f; //Action distance
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public float action_cd = 0.5f; //Action cooldown
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||||
IDictionary<string, GameObject> hand_container; //Objects in hand
|
||||
//TODO : GameObject => IGrabable
|
||||
Dictionary<string, GameObject> hand_container; //Objects in hand
|
||||
|
||||
float actionTimer;
|
||||
bool isInteracting;
|
||||
|
@ -25,6 +26,7 @@ public class Tavernkeeper_controller : MonoBehaviour
|
|||
Rigidbody2D rigidbody2d;
|
||||
Animator animator;
|
||||
|
||||
//Grab an Object (IGrabable) w/ a specific or w/ last hand used (hand=null).
|
||||
public void grab(GameObject obj, string hand=null)
|
||||
{
|
||||
//Default hand
|
||||
|
@ -52,6 +54,22 @@ public class Tavernkeeper_controller : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
//Drop every objects in hands at tavernkeeper position.
|
||||
public void emptyHands()
|
||||
{
|
||||
|
||||
foreach(string hand in hand_container.Keys)
|
||||
{
|
||||
if(hand_container[hand]!=null)
|
||||
{
|
||||
IGrabable grabable_obj = hand_container[hand].GetComponent<IGrabable>();
|
||||
grabable_obj.drop(transform.position);
|
||||
}
|
||||
}
|
||||
hand_container["left"]=null;
|
||||
hand_container["right"]=null;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue