Update Event system + Add basic HardObstacle
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ca8790bb19
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39 changed files with 1248 additions and 69 deletions
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@ -36,9 +36,15 @@ public sealed class ClientManager : MonoBehaviour
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[SerializeField]
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string ClientRessourceFolder = "Clients";
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private Object[] clients;
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private Object[] clientsPrefab;
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GameObject ClientContainer = null;
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List<int> clientIDs = new List<int>();
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private List<GameObject> _clientList = new List<GameObject>();
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public List<GameObject> clientList
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{
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get{return _clientList;}
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private set{_clientList=value;}
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}
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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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@ -49,13 +55,14 @@ public sealed class ClientManager : MonoBehaviour
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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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{
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if(Random.Range(0.0f, 99.9f)<SpawnChance && clientIDs.Count<nbMaxClients && targets_dict.ContainsValue(false))
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if(Random.Range(0.0f, 99.9f)<SpawnChance && clientList.Count<nbMaxClients && targets_dict.ContainsValue(false))
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{
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int prefabChoice = Random.Range(0, clients.Length);
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GameObject newClient = Instantiate((GameObject)clients[prefabChoice], spawnPoint, Quaternion.identity, ClientContainer.transform); //Instantiate new client inside ClientManager
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clientIDs.Add(newClient.GetInstanceID()); //Save ID
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int prefabChoice = Random.Range(0, clientsPrefab.Length);
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GameObject newClient = Instantiate((GameObject)clientsPrefab[prefabChoice], spawnPoint, Quaternion.identity, ClientContainer.transform); //Instantiate new client inside ClientManager
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// Debug.Log(newClient.GetInstanceID());
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newClient.name = newClient.name.Split('(')[0]+clientIDs[clientIDs.Count-1]; //Rename new client
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newClient.name = newClient.name.Split('(')[0]+newClient.GetInstanceID(); //Rename new client
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clientList.Add(newClient); //Save client ref
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// clientSpawnTimer=Random.Range(1.0f, maxTimeNewClients); //Need more random ?
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// clientSpawnReady=false;
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@ -75,7 +82,7 @@ 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(client.GetInstanceID());
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clientList.Remove(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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@ -156,15 +163,15 @@ public sealed class ClientManager : MonoBehaviour
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// Instantiate(guid, spawnPosition, Quaternion.identity);
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// }
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clients = Resources.LoadAll(ClientRessourceFolder);
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clientsPrefab = Resources.LoadAll(ClientRessourceFolder);
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// foreach (var c in clients)
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// {
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// Debug.Log(gameObject.name+" : "+c.name + " loaded");
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// }
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if (clients.Length<nbMaxClients)
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if (clientsPrefab.Length<nbMaxClients)
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{
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Debug.LogWarning("ClientManager doesn't have enough client prefab to manage unique MaxClients : "+clients.Length+"/"+nbMaxClients);
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Debug.LogWarning("ClientManager doesn't have enough client prefab to manage unique MaxClients : "+clientsPrefab.Length+"/"+nbMaxClients);
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}
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// Load Client spawn point //
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@ -24,9 +24,10 @@ public sealed class EventManager : MonoBehaviour
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[SerializeField]
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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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float spawnChance = 100.0f; //Probability of an event to spawn (%)
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[SerializeField]
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float spawnChance = 100.0f; //Probability of an event to spawn
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int maxSoftObs = 1, maxHardObs = 1; //Maximum active events
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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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@ -34,46 +35,68 @@ public sealed class EventManager : MonoBehaviour
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// bool eventSpawnReady = false;
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[SerializeField]
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string EventRessourceFolder = "Events"; //Ressource folder w/ events prefabs
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private Object[] events;
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string SoftObsRessourceFolder = "Events/SoftObstacles", HardObsRessourceFolder = "Events/HardObstacles"; //Ressource folder w/ events prefabs
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private Dictionary<string,Object[]> eventPrefabs = new Dictionary<string,Object[]>();
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GameObject EventContainer=null;
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List<int> eventIDs = new List<int>(); //List of active event ID
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//List of active event ID
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List<GameObject> softObsList = new List<GameObject>();
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List<GameObject> hardObsList = new List<GameObject>();
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[SerializeField]
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float coroutineRefreshRate = 1.0f; //Time (s) before refreshing a coroutine
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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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//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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public void spawnSoftObs(Vector2 position, float spawnChance = 100.0f)
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{
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Vector3 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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if (Random.Range(0.0f, 99.9f)<spawnChance && softObsList.Count<maxSoftObs && 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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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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int prefabChoice = Random.Range(0, eventPrefabs["soft"].Length);
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GameObject newEvent = Instantiate((GameObject)eventPrefabs["soft"][prefabChoice], spawnPoint, Quaternion.identity, EventContainer.transform); //Instantiate new event inside ClientManager
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softObsList.Add(newEvent); //Save event to list
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newEvent.name = newEvent.name.Split('(')[0]+newEvent.GetInstanceID(); //Rename new event
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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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public void spawnHardObs(List<Client_controller> targetClients, Vector2 position, float spawnChance = 100.0f)
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{
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//TODO: Orienté client vers event + prefab
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Vector3 spawnPoint;
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if (Random.Range(0.0f, 99.9f)<spawnChance && hardObsList.Count<maxHardObs && 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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int prefabChoice = Random.Range(0, eventPrefabs["hard"].Length);
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GameObject newEvent = Instantiate((GameObject)eventPrefabs["hard"][prefabChoice], spawnPoint, Quaternion.identity, EventContainer.transform); //Instantiate new event inside ClientManager
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hardObsList.Add(newEvent); //Save event to list
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newEvent.name = newEvent.name.Split('(')[0]+newEvent.GetInstanceID(); //Rename new event
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foreach(Client_controller client in targetClients)
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client.assignToEvent(spawnPoint);
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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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softObsList.Remove(eventObj);
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hardObsList.Remove(eventObj);
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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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// 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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IEnumerator newCoroutine = clientCoroutine(client);
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coroutines[clientID]=newCoroutine;
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StartCoroutine(newCoroutine);
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}
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@ -85,22 +108,77 @@ public sealed class EventManager : MonoBehaviour
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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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// 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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private IEnumerator clientCoroutine(GameObject clientObj)
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{
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Client_controller client = clientObj.GetComponent<Client_controller>();
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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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//Try to spawn softObs or hardObs randomly
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if(Random.value<0.5 && client.status=="consuming")
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EventManager.Instance.spawnSoftObs(clientObj.transform.position, spawnChance);
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else
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{
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List<GameObject> otherClients = findNearClients(clientObj, 1.0f);
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if(otherClients.Count>0)
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{
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foreach(GameObject ocl in otherClients)
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Debug.DrawLine(clientObj.transform.position, ocl.transform.position, Color.red, coroutineRefreshRate);
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// Debug.Log("Clients near");
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GameObject tgtClient = otherClients[Random.Range(0, otherClients.Count)];
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//TODO : Compute spawnChance w/ clients happiness
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Vector2 eventPos=(clientObj.transform.position+tgtClient.transform.position)/2; //Event pos between clients
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List<Client_controller> targetClients = new List<Client_controller>(){client, tgtClient.GetComponent<Client_controller>()};
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EventManager.Instance.spawnHardObs(targetClients, eventPos, spawnChance);
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}
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}
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}
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yield return new WaitForSeconds(coroutineRefreshRate); //Called every coroutineRefreshRate second
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}
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}
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//Return the list of other clients in range of client. The client in event status are ignored.
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List<GameObject> findNearClients(GameObject client, float range)
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{
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List<GameObject> res = new List<GameObject>();
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List<GameObject> clientList = ClientManager.Instance.clientList;
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Vector3 originPos = client.transform.position;
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Vector3 otherPos;
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foreach(GameObject cl in clientList)
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{
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otherPos=cl.transform.position;
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if(Vector2.Distance(originPos, otherPos)<range && originPos!=otherPos)
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if(cl.GetComponent<Client_controller>().status!="event")//Ignore clients already in event status
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res.Add(cl);
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}
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return res;
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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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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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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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@ -116,10 +194,15 @@ public sealed class EventManager : MonoBehaviour
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if (EventContainer is null)
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throw new System.Exception("No EventManager found under GameSystem");
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events = Resources.LoadAll(EventRessourceFolder);
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if (events.Length==0)
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eventPrefabs["soft"] = Resources.LoadAll(SoftObsRessourceFolder);
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eventPrefabs["hard"] = Resources.LoadAll(HardObsRessourceFolder);
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if (eventPrefabs["soft"].Length==0)
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{
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Debug.LogWarning("EventManager didn't find events prefab in ressource folder : "+EventRessourceFolder);
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Debug.LogWarning("EventManager didn't find events prefab in ressource folder : "+SoftObsRessourceFolder);
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}
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if (eventPrefabs["hard"].Length==0)
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{
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Debug.LogWarning("EventManager didn't find events prefab in ressource folder : "+HardObsRessourceFolder);
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}
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ready = true;
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@ -146,21 +229,4 @@ public sealed class EventManager : MonoBehaviour
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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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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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