ProjetPatate/Assets/Scripts/GameSystems/ClientManager.cs
2020-12-31 16:24:44 +01:00

159 lines
5.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
//Define the system managing the clients. (Singleton)
public sealed class ClientManager : MonoBehaviour
{
int nbMaxClients = 3;
bool clientSpawnReady = false;
float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
float maxTimeNewClients = 10.0f;
string ClientRessourceFolder = "Clients";
private Object[] clients;
GameObject ClientContainer = null;
List<int> clientIDs = new List<int>();
Vector2 spawnPoint;
Dictionary<Vector2, bool> targets_dict; //Dict with target and wether they're taken by a client
//Request new client
//Return wether a new client was created
public bool clientRequest()
{
if(clientSpawnReady && clientIDs.Count<nbMaxClients && targets_dict.ContainsValue(false))
{
int prefabChoice = Random.Range(0, clients.Length);
GameObject newClient = Instantiate((GameObject)clients[prefabChoice], spawnPoint, Quaternion.identity, ClientContainer.transform); //Instantiate new client inside ClientManager
clientIDs.Add(newClient.GetInstanceID()); //Save ID
// Debug.Log(newClient.GetInstanceID());
newClient.name = newClient.name.Split('(')[0]+clientIDs[clientIDs.Count-1]; //Rename new client
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
}
//Destroy a client
public void clientLeave(GameObject client)
{
clientIDs.Remove(-int.Parse(client.name.Split('-')[1]));
Destroy(client);
// Debug.Log(client.name+" destroyed"+clientIDs.Count);
}
//Assign a random available target.
public Vector2 assignTarget(Vector2? prevTarget=null)
{
if(prevTarget != null)
{
targets_dict[(Vector2)prevTarget]=false; //Free prevTarget
return spawnPoint;
}
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;
}
// Start is called before the first frame update
void Start()
{
ClientContainer = GameObject.Find("/GameSystem/ClientManager");
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);
// }
clients = Resources.LoadAll(ClientRessourceFolder);
// foreach (var c in clients)
// {
// Debug.Log(gameObject.name+" : "+c.name + " loaded");
// }
if (clients.Length<nbMaxClients)
{
Debug.LogWarning("ClientManager doesn't have enough client prefab to manage unique MaxClients : "+clients.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);
}
}
// 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));
}
//// 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>();
}
////
}