177 lines
6.5 KiB
C#
177 lines
6.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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//Define the behavior of a hard obstacle (Block movement)
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[RequireComponent(typeof(Animator))]
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[RequireComponent(typeof(Collider2D))]
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[RequireComponent(typeof(NavMeshObstacle))]
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public class HardObstacle : MonoBehaviour, IUsable
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{
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[SerializeField]
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float lifeTime= -1.0f, waitTime= 30.0f; //Time active/waiting before self-destruct (Negative value to prevent self-destruct)
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float lifeTimer;
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[SerializeField]
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UITimer UIStopTimer = null; //Script of the UI display
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[SerializeField]
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float stopTime=1.0f; //Time to stop fight by tavernkeeper
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float stopTimer=0.0f;
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bool playerInteracting = false; //Wether the player is interacting w/ the workshop
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float interactionCd = 0.0f; //Time to consider the interaction stopped
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[SerializeField]
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float interactionSmoothing = 0.0f; //% of action_cd added to the interaction CD for smooth continued interaction
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protected float cdTimer = 0.0f;
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SpriteRenderer user_renderer = null; //Sprite renderer of the user (to turn insvisible)
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List<Client_controller> angryClients = new List<Client_controller>(); //Clients in the fight
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Collider2D ObsCollider;
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NavMeshObstacle Obstacle;
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// SpriteRenderer ObsRenderer;
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Animator animator;
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bool gameRunning = true; //Wehter the game is running (for clean-up purpose)
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//Handle objects interactions w/ obstacle
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//Return wether the object is taken from tavernkeeper
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public bool use(GameObject userObject)
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{
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//Handle continuous interaction w/ tavernkeeper
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if(userObject.tag=="Player")
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{
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if(stopTimer<stopTime) //Continue to stop fight
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{
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Debug.Log(gameObject.name+" still used by "+userObject.name);
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if(interactionCd<0.01f) //No interaction CD ?
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{
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user_renderer = userObject.GetComponent<SpriteRenderer>(); //Renderer for visual effects
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//Reset interaction CD
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Tavernkeeper_controller player = userObject.GetComponent<Tavernkeeper_controller>();
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if(player != null)
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interactionCd=player.action_cd*(1.0f+interactionSmoothing); //=action_cd+ interactionSmoothing(%) action_cd (for smooth continued interaction)
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else
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Debug.LogWarning(userObject.name+" cannot have a continuous interaction on "+gameObject.name);
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}
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playerInteracting = true; //Set interaction indicator
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cdTimer = interactionCd; //Reset Interaction CD
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//Visual effect (user disappear)
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if(user_renderer != null)
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user_renderer.color=Color.clear;
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}
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else //Fight stopped
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Destroy(gameObject);
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}
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return false; //No object taken
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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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if(gameObject.layer != LayerMask.NameToLayer("Interactions"))
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Debug.LogWarning(gameObject.name+" layer should be set to 'Interactions' to work properly");
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if(gameObject.tag != "Usable")
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Debug.LogWarning(gameObject.name+" tag should be set to 'Usable' to work properly");
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if(UIStopTimer is null)
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Debug.LogWarning(gameObject.name+" doesn't have a UIStopTimer set");
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lifeTimer=waitTime; //Start by waiting client
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ObsCollider = GetComponent<Collider2D>();
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Obstacle = GetComponent<NavMeshObstacle>();
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Obstacle.enabled=false; //Don't block movement before client entounter
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animator = GetComponent<Animator>();
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animator.SetBool("active fight", false); //Disable animation before client encounter
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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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//Life time update
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lifeTimer -= Time.deltaTime;
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if(lifeTimer<0)
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Destroy(gameObject);
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//Player interactions update
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if(user_renderer != null && !playerInteracting)
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user_renderer.color=Color.white; //User reappear if there's one
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if(playerInteracting)
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{
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//Continue stopping fight
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if(stopTimer<stopTime)
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stopTimer+=Time.deltaTime;
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//Update interaction CD
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cdTimer-=Time.deltaTime;
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if (cdTimer<0)
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playerInteracting=false; //Reset interaction indicator
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}
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else if(stopTimer>0) //Decrease fight stopping jauge if not interacting
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stopTimer-=Time.deltaTime*0.5f;
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//UI update
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if(UIStopTimer != null)
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{
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UIStopTimer.SetValue(stopTimer/stopTime);
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UIStopTimer.gameObject.SetActive(stopTimer>0); //Set active if timer>0
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}
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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Client_controller newClient = other.GetComponent<Client_controller>();
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if(newClient!=null && !angryClients.Contains(newClient))
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{
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angryClients.RemoveAll(item => item == null); //In case clients have been destroyed before event start, remove them
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if(newClient.status!="event") //Make sure to set right status
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newClient.assignToEvent(gameObject.transform.position);
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angryClients.Add(newClient);
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// Debug.Log("New fighting client. Current nb : "+angryClients.Count);
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if(angryClients.Count>1)//Start fight
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{
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foreach(Client_controller client in angryClients) //Turn off client (to merge for a fight)
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client.gameObject.SetActive(false);
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animator.SetBool("active fight", true);
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//Block movement
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Obstacle.enabled=true;
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ObsCollider.isTrigger=false; //Trigger becoming solid
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lifeTimer=lifeTime; //Time before end of the fight
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}
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}
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}
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void OnDestroy()
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{
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if(gameRunning) //Only apply if game is still running
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{
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foreach(Client_controller client in angryClients) //Clients return to their previous behavior
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{
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client.gameObject.SetActive(true);
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client.assignToEvent(); //Restore previous behavior
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}
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if(user_renderer != null) //User reappear if there's one
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user_renderer.color=Color.white;
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}
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EventManager.Instance.removeEvent(gameObject);
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}
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void OnApplicationQuit()
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{
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gameRunning=false;
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}
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}
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