Refactoring of status system to prevent bug w/ events

This commit is contained in:
Antoine H 2021-01-27 15:31:18 +01:00
parent fd8306645b
commit e89483d612
13 changed files with 487 additions and 113 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
//Define the behavior of a client
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(NavMeshObstacle))]
public class Client_controller : MonoBehaviour, IUsable
{
public float consumeTime = 3.0f; //Time to consume currentMug
public float waitingTime = 10.0f; //Patience after reaching seat
public UITimer UIWaitingTimer = null;
Animator animator;
string _status;
string _prevStatus;
string _lastStatusRequest=null;
// private readonly object balanceLock = new object();
// bool updatingStatus=false;
HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving", "event"};
public string status
{
get{ return _status;}
//BEWARE : Set is only a request. The status is only really set in update.
set{
if (_availStatus.Contains(value))
{
if(value==_status)
Debug.LogWarning(gameObject.name+" status is set twice to:"+value);
else //Request change of status
{
// if(_lastStatusRequest!=null)
// Debug.LogWarning(gameObject.name+" status request("+_lastStatusRequest+") is overriden by : "+value);
_lastStatusRequest = value;
}
}
}
}
string order = "none"; //Order requested by the client
float consumeTimer;
float waitTimer;
GameObject currentMug = null; //Mug currently held by the client
//Navigation
Vector2 assigedPos; //Chair to sit or destination to stay (leave)
Vector2 currentObjective; //Current destination to reach
NavMeshAgent agent;
NavMeshObstacle navObstacle; //Obstacle for other agents
//Handle objects interactions w/ Workshop
//Return wether the object is taken from tavernkeeper
public bool use(GameObject object_used)
{
if(status == "waiting" && currentMug is null) //No mug in hand
{
//TODO : Gérer Grabale qui ne sont pas des Mugs ?
if(object_used != null && object_used.tag=="Grabable")
{
Mug mug = object_used.GetComponent<Mug>();
if (mug!= null && mug.content != null && mug.content.Type==order)
{
status = "consuming";
Debug.Log(gameObject.name+" "+status+" "+object_used.name+ " of "+mug.content.Type);
currentMug = object_used;
consumeTimer=consumeTime;
mug.take();
return true;
}
else
{
Debug.Log(gameObject.name+" doesn't want that "+object_used.name+" - Request : "+order);
return false;
}
}
else
{
Debug.Log(gameObject.name+" doesn't want that "+object_used.name+" - Request : "+order);
return false;
}
}
else
{
Debug.Log(gameObject.name+" already consumming "+currentMug.name);
return false;
}
}
//Assign client to an event/destination. Restore its previous status if no event/destination is given.
public void assignToEvent(Vector2? destination=null)
{
if(destination is null)
{
status=_prevStatus;
currentObjective=assigedPos;
}
else
{
status="event";
currentObjective=(Vector2)destination;
}
}
//Update client attributes in fonction of the newStatus. Should only be called once by Update.
protected void updateStatus(string newStatus)
{
switch (newStatus)
{
case "entering":
navObstacle.enabled = false;
agent.enabled = true;
if(UIWaitingTimer != null)
UIWaitingTimer.gameObject.SetActive(false);
break;
case "waiting":
EventManager.Instance.startCoroutine(gameObject);
//Switch Agent to obstacle if waiting
// agent.Warp(assigedPos); //Make sure agent become static at right position
agent.enabled = false;
navObstacle.enabled = true;
if(UIWaitingTimer != null)
{
UIWaitingTimer.DisplayIcon(true);
UIWaitingTimer.gameObject.SetActive(true);
}
break;
case "consuming":
EventManager.Instance.startCoroutine(gameObject);
if(UIWaitingTimer != null)
UIWaitingTimer.gameObject.SetActive(false);
break;
case "event":
case "leaving":
EventManager.Instance.stopCoroutine(gameObject);
navObstacle.enabled = false;
agent.enabled = true;
if(UIWaitingTimer != null)
UIWaitingTimer.gameObject.SetActive(false);
break;
default:
break;
}
//Navigation
if(agent.enabled) //Assign destination
agent.SetDestination(currentObjective);
else //Warp to destination
gameObject.transform.position=currentObjective;
if(status=="event"&&!agent.enabled)
Debug.LogWarning("Wrong status update : "+ gameObject.name + _prevStatus + status +" "+ _lastStatusRequest);
}
// Start is called before the first frame update
void Start()
{
if(gameObject.layer != LayerMask.NameToLayer("Interactions"))
Debug.LogWarning(gameObject.name+" layer should be set to 'Interactions' to work properly");
if(gameObject.tag != "Usable")
Debug.LogWarning(gameObject.name+" tag should be set to 'Usable' to work properly");
if(UIWaitingTimer is null)
Debug.LogWarning(gameObject.name+" doesn't have a UIWaitingTimer set");
else
UIWaitingTimer.gameObject.SetActive(false);
animator = GetComponent<Animator>();
// Navigation //
agent = GetComponent<NavMeshAgent>();
navObstacle = GetComponent<NavMeshObstacle>();
//Prevent rotation of the ground at movement
agent.updateRotation = false;
agent.updateUpAxis = false;
//Get target
currentObjective = assigedPos = ClientManager.Instance.assignTarget(); //Chair to go
// agent.SetDestination(assigedPos);
//Assign Random priority to prevent two agent blocking each other
agent.avoidancePriority=Random.Range(0, 99);
status = "entering";
}
// Update is called once per frame
void Update()
{
//Update status if it was requested
if(_lastStatusRequest !=null)
{
_prevStatus=_status;
_status = _lastStatusRequest;
animator.SetTrigger(_status); //Update status in animator
updateStatus(_status);
_lastStatusRequest = null;
// Debug.Log(gameObject.name+" "+_status);
}
//Navigation
// Debug.Log(gameObject.name + " navigation : "+ agent.isStopped + " " + agent.remainingDistance);
Debug.DrawLine(gameObject.transform.position, agent.destination, Color.blue, 0.0f);
if(status=="entering" && !agent.pathPending && agent.remainingDistance==0) //Reached seat ?
{
status="waiting";
waitTimer=waitingTime;
order = ClientManager.Instance.assignOrder();
if(UIWaitingTimer != null) //Update UI Waiting timer Icon
UIWaitingTimer.DisplayIcon(StockManager.Instance.consumableSprite(order));
}
else if(status=="waiting")
{
waitTimer -= Time.deltaTime;
if (waitTimer < 0) //Waited too long
{
//Leave tavern
status = "leaving";
currentObjective = assigedPos = ClientManager.Instance.assignTarget(assigedPos, true); //Request leaving target
// agent.SetDestination(assigedPos);
}
else if(UIWaitingTimer != null) //Update UI Waiting timer
UIWaitingTimer.SetValue(waitTimer/waitingTime);
}
//Consume Timer
else if(status=="consuming") //Consuming mug if there's one and reached destination
{
consumeTimer -= Time.deltaTime;
if(consumeTimer < 0) //Finished consuming mug ?
{
Mug obj = currentMug.GetComponent<Mug>();
if(obj !=null)
{
//Reward
Consumable content = obj.consume();
int money = (int)(content.Value*(1.0f+waitTimer/waitingTime)); //Reward = value order + Tips (value * waitTime)
ClientManager.Instance.clientReward(money);
//Drop mug
Transform dropPos = gameObject.transform;
dropPos.position += (Vector3)Vector2.down * 0.2f;
obj.drop(dropPos);
currentMug=null;
}
//Leave tavern
status = "leaving";
assigedPos = ClientManager.Instance.assignTarget(assigedPos, true); //Request leaving target
agent.SetDestination(assigedPos);
}
}
else if(status=="leaving" && !agent.pathPending && agent.remainingDistance<0.5) //Reached exit ?
{
Destroy(gameObject);
}
else if(status=="event" && !agent.pathPending && agent.remainingDistance==0) //Reached event ?
{
assignToEvent(); //In case events already finished, come back to normal
}
}
void OnDestroy()
{
ClientManager.Instance.clientLeave(gameObject);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Animator))]
public class Tavernkeeper_controller : MonoBehaviour
{
public float mvt_speed = 5.0f; //Movement speed
public float action_dist = 1.5f; //Action distance
public float action_cd = 0.5f; //Action cooldown
Dictionary<string, GameObject> hand_container; //Objects (IGrabable) in hand
float actionTimer;
bool isInteracting;
// Last user inputs
float horizontal;
float vertical;
float hands;
string currentHand;
Vector2 lookDirection = new Vector2(1,0);
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
if(hand is null)
hand = currentHand;
//Test
if(!hand_container.ContainsKey(hand))
{
Debug.LogError("Invalid key for hands :"+hand);
}
IGrabable grabable_obj = obj.GetComponent<IGrabable>();
if(grabable_obj!=null && hand_container[hand] is null && grabable_obj.size==1) //Empty hand
{
// hit_object.transform.SetParent(transform);
// hit_object.transform.localPosition = new Vector2(-0.2f,0.2f);
Transform mugSlot = gameObject.transform.Find(hand+"MugSlot");
grabable_obj.take(mugSlot);
hand_container[hand]=obj;
}
else
{
Debug.Log(gameObject.name+" cannot grab (hand full): " + obj);
}
}
//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);
}
}
hand_container["left"]=null;
hand_container["right"]=null;
}
// Start is called before the first frame update
void Start()
{
if(gameObject.tag != "Player")
Debug.LogWarning(gameObject.name+" tag should be set to 'Player' to work properly");
rigidbody2d = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
hand_container = new Dictionary<string, GameObject>(){
{"left", null},
{"right", null}
};
// GameSystem.Instance.startService();
}
// Update is called once per frame
void Update()
{
//Read inputs
horizontal = Input.GetAxis("Horizontal"); //See Edit/Project setting / Input Manager
vertical = Input.GetAxis("Vertical");
hands = Input.GetAxis("Hand");
//Movement action
movement(new Vector2(horizontal, vertical));
//Actions delay
if(isInteracting)
{
actionTimer -= Time.deltaTime;
if (actionTimer < 0)
isInteracting = false;
}
//Hands actions
if(!isInteracting && !Mathf.Approximately(hands, 0.0f))
{
actionTimer= action_cd;
isInteracting=true;
if(hands>0)
currentHand="left";
else
currentHand="right";
handAction(currentHand);
}
}
// Update used by the Physics engine
void FixedUpdate()
{
//Movement of a physic object
Vector2 position = rigidbody2d.position;
position.x = position.x + mvt_speed * horizontal * Time.deltaTime;
position.y = position.y + mvt_speed * vertical * Time.deltaTime;
rigidbody2d.MovePosition(position); //Movement processed by the phyisc engine for Collision, etc.
}
//Movement
void movement(Vector2 move)
{
//Update animation direction
if(move != Vector2.zero)//Movement requested ? //!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)
{
lookDirection.Set(move.x, move.y); //== lookDirection=move
lookDirection.Normalize();
}
animator.SetFloat("Look X", lookDirection.x);
animator.SetFloat("Look Y", lookDirection.y);
animator.SetFloat("Speed", move.magnitude);
}
//Handle action with hands ("left" or "right")
void handAction(string hand)
{
//Test
if(!hand_container.ContainsKey(hand))
{
Debug.LogError("Invalid key for hands :"+hand);
}
// Test collision of ray from tavernkeeper center (A verifier) at action_dist unit distance on Interactions layer
RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.up * 0.2f, lookDirection, action_dist, LayerMask.GetMask("Interactions"));
if (hit.collider != null)
{
GameObject hit_object = hit.collider.gameObject;
// Debug.Log("Raycast has hit the object " + hit_object.name+ hit_object.tag);
if (hit_object != null)
{
//Handle objects interactions by tags
//TODO : Factoriser actions des Clients/Workshop
//TODO : Gérer cas Grabable & Workshop
if(hit_object.tag == "Grabable")
{
grab(hit_object, hand);
}
else if(hit_object.tag == "Usable")
{
IUsable usable = hit_object.GetComponent<IUsable>();
if(usable!=null)
{
if(hand_container[hand] is null) //No object in hands
{
// Debug.Log(gameObject.name+" use "+hit_object.name);
usable.use(gameObject); //Tavernkeeper interacting directly w/ usable
}
else if(usable.use(hand_container[hand])) //Interactions w/ object in hands
{
//Object taken by usable
// Debug.Log("Give "+ hand_container[hand].name+" to "+hit_object.name);
hand_container[hand]=null;
}
}
}
else
{
Debug.Log(hit_object.tag+" tag not handled by "+gameObject.name);
}
}
}
else if (hand_container[hand] != null) //Hand full and no hits : use object
{
IGrabable obj = hand_container[hand].GetComponent<IGrabable>();
if(obj !=null)
{
if(obj.use(gameObject)) //Use object in hand
hand_container[hand]=null; //True = object dropped
}
}
}
//Returns set of free hands (keys)
// ISet<string> freeHands()
// {
// HashSet<string> res = new HashSet<string>();
// foreach ( KeyValuePair<string, GameObject> kvp in hand_container)
// {
// if(kvp.Value is null)
// {
// res.Add(kvp.Key);
// }
// }
// return res;
// }
}

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