Update Event system + Add basic HardObstacle
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parent
ca8790bb19
commit
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39 changed files with 1248 additions and 69 deletions
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@ -4,6 +4,8 @@ using UnityEngine;
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using UnityEngine.AI;
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//Define the behavior of a client
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[RequireComponent(typeof(Animator))]
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(Collider2D))]
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[RequireComponent(typeof(NavMeshAgent))]
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[RequireComponent(typeof(NavMeshObstacle))]
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@ -13,14 +15,18 @@ public class Client_controller : MonoBehaviour, IUsable
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public float waitingTime = 10.0f; //Patience after reaching seat
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public UITimer UIWaitingTimer = null;
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Animator animator;
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string _status;
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HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving"};
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string _prevStatus;
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HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving", "event"};
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public string status
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{
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get{ return _status;}
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set{
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if (_availStatus.Contains(value))
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_prevStatus=_status;
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_status = value;
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animator.SetTrigger(_status); //Update status in animator
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// Debug.Log(gameObject.name+" "+_status);
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switch (value)
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{
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@ -31,8 +37,9 @@ public class Client_controller : MonoBehaviour, IUsable
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UIWaitingTimer.gameObject.SetActive(false);
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break;
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case "waiting":
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EventManager.Instance.startCoroutine(gameObject);
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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.Warp(assigedPos); //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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@ -48,6 +55,7 @@ public class Client_controller : MonoBehaviour, IUsable
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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 "event":
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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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@ -69,7 +77,7 @@ public class Client_controller : MonoBehaviour, IUsable
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GameObject currentMug = null; //Mug currently held by the client
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//Navigation
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Vector2 destination;
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Vector2 assigedPos; //Chair to sit or destination to stay (leave)
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NavMeshAgent agent;
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NavMeshObstacle navObstacle; //Obstacle for other agents
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@ -111,6 +119,27 @@ public class Client_controller : MonoBehaviour, IUsable
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}
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}
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//Assign client to an event/destination. Restore its previous status if no event/destination is given.
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public void assignToEvent(Vector2? destination=null)
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{
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if(destination is null)
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{
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status=_prevStatus;
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// NavMeshHit hit;
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// NavMesh.SamplePosition(gameObject.transform.position, out hit, agent.height*2, NavMesh.AllAreas);
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// agent.Warp(hit.position);
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if(agent.enabled)
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agent.SetDestination(assigedPos);
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else
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gameObject.transform.position=assigedPos;
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}
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else
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{
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status="event";
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agent.SetDestination((Vector2)destination);
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}
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}
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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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@ -124,6 +153,8 @@ public class Client_controller : MonoBehaviour, IUsable
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else
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UIWaitingTimer.gameObject.SetActive(false);
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animator = GetComponent<Animator>();
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// Navigation //
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agent = GetComponent<NavMeshAgent>();
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navObstacle = GetComponent<NavMeshObstacle>();
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@ -132,7 +163,8 @@ public class Client_controller : MonoBehaviour, IUsable
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agent.updateRotation = false;
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agent.updateUpAxis = false;
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//Get target
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agent.SetDestination(ClientManager.Instance.assignTarget());
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assigedPos = ClientManager.Instance.assignTarget(); //Chair to go
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agent.SetDestination(assigedPos);
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//Assign Random priority to prevent two agent blocking each other
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agent.avoidancePriority=Random.Range(0, 99);
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@ -154,21 +186,22 @@ public class Client_controller : MonoBehaviour, IUsable
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UIWaitingTimer.DisplayIcon(StockManager.Instance.consumableSprite(order));
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}
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if(status=="waiting")
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else if(status=="waiting")
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{
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waitTimer -= Time.deltaTime;
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if (waitTimer < 0) //Waited too long
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{
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//Leave tavern
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status = "leaving";
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agent.SetDestination(ClientManager.Instance.assignTarget(agent.destination, true)); //Request next target
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assigedPos = ClientManager.Instance.assignTarget(assigedPos, true); //Request leaving target
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agent.SetDestination(assigedPos);
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}
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else if(UIWaitingTimer != null) //Update UI Waiting timer
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UIWaitingTimer.SetValue(waitTimer/waitingTime);
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}
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//Consume Timer
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if(status=="consuming") //Consuming mug if there's one and reached destination
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else if(status=="consuming") //Consuming mug if there's one and reached destination
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{
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consumeTimer -= Time.deltaTime;
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if(consumeTimer < 0) //Finished consuming mug ?
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@ -190,11 +223,12 @@ public class Client_controller : MonoBehaviour, IUsable
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//Leave tavern
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status = "leaving";
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agent.SetDestination(ClientManager.Instance.assignTarget(agent.destination, true)); //Request next target
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assigedPos = ClientManager.Instance.assignTarget(assigedPos, true); //Request leaving target
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agent.SetDestination(assigedPos);
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}
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}
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if(status=="leaving" && !agent.pathPending && agent.remainingDistance==0)
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else if(status=="leaving" && !agent.pathPending && agent.remainingDistance==0)
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{
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Destroy(gameObject);
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}
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