ProjetPatate/Assets/Scripts/GameSystems/ClientManager.cs
2021-02-05 13:00:19 +01:00

259 lines
8.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
//Define the system managing the clients. (Singleton)
//TODO: Switch to a registering approach for clients
public sealed class ClientManager : MonoBehaviour
{
public static string ClientManager_path="/GameSystem/ClientManager";
//Singleton
private static ClientManager _instance=null;
public static ClientManager Instance { get
{
if(_instance is null) //Force Awakening if needed
GameObject.Find(ClientManager_path).GetComponent<ClientManager>().Awake();
return _instance;
}
}
[HideInInspector]
public bool ready = false; //Wether the ClientManager is initialized
[SerializeField]
int nbMaxClients= 1; //Maximum active clients
public int MaxClients{ get{return nbMaxClients;} private set{nbMaxClients=value;}} //Accessor nbMaxClients
[SerializeField]
float clientSpawnChance = 100.0f; //Chance of new client every request
[SerializeField]
float clientFrequency = 1.0f; //Time (s) between clientRequest
// [SerializeField]
// float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
// [SerializeField]
// float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
// bool clientSpawnReady = false;
[SerializeField]
string ClientRessourceFolder = "Clients";
private Object[] clientsPrefab;
GameObject ClientContainer = null;
private List<GameObject> _clientList = new List<GameObject>();
public List<GameObject> clientList
{
get{return _clientList;}
private set{_clientList=value;}
}
Vector2 spawnPoint;
Dictionary<Vector2, bool> targets_dict; //Dict with target and wether they're taken by a client
private List<IEnumerator> coroutines= new List<IEnumerator>(); //List of ClientManager coroutines
//Request new client
//Return wether a new client was created
public bool clientRequest(float SpawnChance=100.0f)
{
if(Random.Range(0.0f, 99.9f)<SpawnChance && clientList.Count<nbMaxClients && targets_dict.ContainsValue(false))
{
int prefabChoice = Random.Range(0, clientsPrefab.Length);
GameObject newClient = Instantiate((GameObject)clientsPrefab[prefabChoice], spawnPoint, Quaternion.identity, ClientContainer.transform); //Instantiate new client inside ClientManager
// Debug.Log(newClient.GetInstanceID());
newClient.name = newClient.name.Split('(')[0]+newClient.GetInstanceID(); //Rename new client
clientList.Add(newClient); //Save client ref
// clientSpawnTimer=Random.Range(1.0f, maxTimeNewClients); //Need more random ?
// clientSpawnReady=false;
// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition);
return true; //New client instantiated
}
return false; //No new client
}
//TODO: Reputation
public void clientReward(int money)
{
GameSystem.Instance.Gold+=money;
}
//Destroy a client
public void clientLeave(GameObject client)
{
clientList.Remove(client);
// Debug.Log(client.name+" destroyed"+clientIDs.Count);
//Prevent immediate spawn of a new client after one leaving
// if(clientSpawnReady)
// {
// clientSpawnReady=false;
// clientSpawnTimer+=0.5f;
// }
}
//Return a random available target. Or the Exit if Exit=True.
//prevTarget : Previous target of the client which will be available for other clients.
public Vector2 assignTarget(Vector2? prevTarget=null, bool exit=false)
{
if(prevTarget != null)
{
targets_dict[(Vector2)prevTarget]=false; //Free prevTarget
}
if(exit) //Assign Exit target
return spawnPoint;
else
{
List<Vector2> avail_tgt = new List<Vector2>();
foreach(KeyValuePair<Vector2, bool> tgt in targets_dict)
if(tgt.Value is false)
avail_tgt.Add(tgt.Key);
Vector2 target = avail_tgt[Random.Range(0, avail_tgt.Count)];
targets_dict[target]=true;
return target;
}
}
//Return a random order from available consummable
//TODO : Check stock before assignement ?
public string assignOrder()
{
List<string> available_types = new List<string>(Consumable.allowed_types);
string order_type = available_types[Random.Range(0, available_types.Count)];
return order_type;
}
//InvokeRepeating() is another option
//Coroutine to be started in a parallel process. It'll repeatidly request new client.
private IEnumerator requestCoroutine()
{
while(ClientManager.Instance!=null){
if(GameSystem.Instance.serviceOpen)
ClientManager.Instance.clientRequest(clientSpawnChance);
yield return new WaitForSeconds(clientFrequency);
}
}
//Awake is called when the script instance is being loaded.
void Awake()
{
//Singleton
if (_instance != null && _instance != this)
Destroy(this.gameObject);
else
_instance = this;
if(!ready)
{
ClientContainer = GameObject.Find(ClientManager_path);
if (ClientContainer is null)
throw new System.Exception("No ClientManager found under GameSystem");
// Load clients prefabs //
// Find all assets labelled with 'usable' :
// string[] guids = AssetDatabase.FindAssets("", new string[] {"Assets/Prefabs/Characters/Clients"});
// foreach (string guid in guids)
// {
// Debug.Log(AssetDatabase.GUIDToAssetPath(guid));
// Instantiate(guid, spawnPosition, Quaternion.identity);
// }
clientsPrefab = Resources.LoadAll(ClientRessourceFolder);
// foreach (var c in clients)
// {
// Debug.Log(gameObject.name+" : "+c.name + " loaded");
// }
if (clientsPrefab.Length<nbMaxClients)
{
Debug.LogWarning("ClientManager doesn't have enough client prefab to manage unique MaxClients : "+clientsPrefab.Length+"/"+nbMaxClients);
}
// Load Client spawn point //
GameObject spawnObj = GameObject.Find("/GameSystem/ClientSpawn");
if (spawnObj is null)
throw new System.Exception("No ClientSpawn GameObject found under GameSystem");
spawnPoint = spawnObj.transform.position;
// Load Client targets //
targets_dict = new Dictionary<Vector2, bool>();
GameObject targetsObj = GameObject.Find("/GameSystem/Targets");
if (targetsObj is null)
throw new System.Exception("No Targets GameObject found under GameSystem");
Component[] targets = targetsObj.GetComponentsInChildren<Transform>();
if(targets != null)
{
foreach(Transform target in targets)
{
if(target.gameObject.name != "Targets")
{
targets_dict.Add(target.position, false);
// Debug.Log("Client target : "+ target.gameObject.name + target.position);
}
}
}
if (targets_dict.Count<nbMaxClients)
{
Debug.LogWarning("ClientManager doesn't have enough target to manage MaxClients : "+targets_dict.Count+"/"+nbMaxClients);
}
ready = true;
}
}
void Start()
{
//Start coroutines in parallel
coroutines.Add(requestCoroutine());
foreach(IEnumerator c in coroutines)
StartCoroutine(c);
}
// Update is called once per frame
void Update()
{
// if(!clientSpawnReady)
// {
// clientSpawnTimer-= Time.deltaTime;
// if(clientSpawnTimer<=0)
// clientSpawnReady=true;
// }
// Debug.Log("Client Spawn : "+clientSpawnTimer+" / Seat available: "+targets_dict.ContainsValue(false));
}
void OnDisable()
{
StopAllCoroutines();
}
void OnDestroy()
{
StopAllCoroutines();
}
//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
// private ClientManager()
// {
// }
// public static ClientManager Instance { get { return Nested.instance; } }
// private class Nested
// {
// // Explicit static constructor to tell C# compiler
// // not to mark type as beforefieldinit
// static Nested()
// {
// }
// internal static readonly ClientManager instance = new GameObject("ClientManager").AddComponent<ClientManager>();
// }
////
}