ProjetPatate/Assets/Scripts/Client_controller.cs
2021-01-17 13:39:56 +01:00

189 lines
6.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
//Define the behavior of a client
[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;
string _status;
HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving"};
public string status
{
get{ return _status;}
set{
if (_availStatus.Contains(value))
_status = value;
// Debug.Log(gameObject.name+" "+_status);
//Switch Agent to obstacle if waiting
if(value=="waiting")
{
agent.Warp(agent.destination); //Make sure agent become static at right position
agent.enabled = false;
navObstacle.enabled = true;
if(UIWaitingTimer != null)
{
UIWaitingTimer.DisplayIcon(true);
UIWaitingTimer.SetValue(1.0f);
UIWaitingTimer.gameObject.SetActive(true);
}
}
else
{
if(UIWaitingTimer != null)
UIWaitingTimer.gameObject.SetActive(false);
if(value=="entering"||value=="leaving")
{
navObstacle.enabled = false;
agent.enabled = true;
}
}
// navObstacle.enabled = value=="waiting";
// agent.enabled = value!="waiting";
}
}
string order = "none"; //Order requested by the client
float consumeTimer;
float waitTimer;
GameObject currentMug = null; //Mug currently held by the client
//Navigation
Vector2 destination;
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;
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;
}
}
// 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);
// Navigation //
agent = GetComponent<NavMeshAgent>();
navObstacle = GetComponent<NavMeshObstacle>();
//Prevent rotation of the ground at movement
agent.updateRotation = false;
agent.updateUpAxis = false;
//Get target
agent.SetDestination(ClientManager.Instance.assignTarget());
//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()
{
//Navigation
// Debug.Log(gameObject.name + " navigation : "+ agent.isStopped + " " + agent.remainingDistance);
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));
}
if(status=="waiting")
{
waitTimer -= Time.deltaTime;
if (waitTimer < 0) //Waited too long
{
//Leave tavern
status = "leaving";
agent.SetDestination(ClientManager.Instance.assignTarget(agent.destination, true)); //Request next target
}
else if(UIWaitingTimer != null) //Update UI Waiting timer
UIWaitingTimer.SetValue(waitTimer/waitingTime);
}
//Consume Timer
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
obj.drop(gameObject.transform.position+ (Vector3)Vector2.down * 0.2f);
currentMug=null;
}
//Leave tavern
status = "leaving";
agent.SetDestination(ClientManager.Instance.assignTarget(agent.destination, true)); //Request next target
}
}
if(status=="leaving" && !agent.pathPending && agent.remainingDistance==0)
{
ClientManager.Instance.clientLeave(gameObject);
}
}
}