ProjetPatate/Assets/Scripts/Client_controller.cs

135 lines
4.4 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))]
public class Client_controller : MonoBehaviour, IUsable
{
public float consumeTime = 3.0f; //Time to consume currentMug
public float waitingTime = 10.0f; //Patience after ordering
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);
}
}
float consumeTimer;
float waitTimer;
GameObject currentMug = null; //Mug currently held by the client
//Navigation
Vector2 destination;
NavMeshAgent agent;
//Handle objects interactions w/ Workshop
//Return wether the object is taken from tavernkeeper
public bool use(GameObject object_used)
{
if(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)
{
status = "consuming";
Debug.Log(gameObject.name+" "+status+" "+object_used.name+ " of "+mug.content.Type);
currentMug = object_used;
consumeTimer=consumeTime;
return true;
}
else
{
Debug.Log("Display order (or something else) of "+gameObject.name);
return false;
}
}
else
{
Debug.Log("Display order (or something else) of "+gameObject.name);
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");
status = "entering";
// Navigation //
agent = GetComponent<NavMeshAgent>();
//Prevent rotation of the ground at movement
agent.updateRotation = false;
agent.updateUpAxis = false;
//Get target
agent.destination = ClientManager.Instance.assignTarget();
}
// Update is called once per frame
void Update()
{
//Navigation
// Debug.Log(gameObject.name + " navigation : "+ agent.isStopped + " " + agent.remainingDistance);
//Reached seat
if(status=="entering" && agent.remainingDistance==0)
{
status="waiting";
waitTimer=waitingTime;
}
if(status=="waiting")
{
waitTimer -= Time.deltaTime;
if (waitTimer < 0) //Waited too long
{
//Leave tavern
status = "leaving";
agent.destination = ClientManager.Instance.assignTarget(agent.destination); //Request next target
}
}
//Consume Timer
if (status=="consuming" && agent.remainingDistance==0) //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)
{
obj.consume();
//Drop mug
obj.drop(gameObject.transform.position+ (Vector3)Vector2.down * 0.2f);
currentMug=null;
}
//Leave tavern
status = "leaving";
agent.destination = ClientManager.Instance.assignTarget(agent.destination); //Request next target
}
}
}
}