ProjetPatate/Assets/Scripts/GameSystems/EventManager.cs
2021-01-17 17:56:17 +01:00

165 lines
5.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
//Define the system managing the events. (Singleton)
//TODO: Switch to a registering approach for events
public sealed class EventManager : MonoBehaviour
{
//Singleton
private static EventManager _instance=null;
public static EventManager Instance { get
{
if(_instance is null)
Debug.LogError("Missing EventManager instance");
return _instance;
}
}
[HideInInspector]
public bool ready = false; //Wether the ClientManager is initialized
[SerializeField]
float SpawnRange = 1.0f; //Range of an event spawn from its origin (real max distance = 2*range)
[SerializeField]
int nbMaxEvents = 1; //Maximum active clients
[SerializeField]
float spawnChance = 100.0f; //Probability of an event to spawn
// [SerializeField]
// float eventSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
// [SerializeField]
// float maxTimeNewEvents = 2.0f; //Longest waiting time for new clients
// bool eventSpawnReady = false;
[SerializeField]
string EventRessourceFolder = "Events"; //Ressource folder w/ events prefabs
private Object[] events;
GameObject EventContainer=null;
List<int> eventIDs = new List<int>(); //List of active event ID
private Dictionary<int,IEnumerator> coroutines= new Dictionary<int,IEnumerator>(); //Dict of EventManager coroutines associated to each client ID
//Spawn an event near position with a probability of spawnChance%
public void spawnEvent(Vector2 position, float spawnChance = 100.0f)
{
Vector3 spawnPoint;
if (Random.Range(0.0f, 99.9f)<spawnChance && eventIDs.Count<nbMaxEvents && RandomPoint(position, SpawnRange, out spawnPoint))
{
// Debug.DrawRay(spawnPoint, Vector3.up, Color.blue, 2.0f);
int prefabChoice = Random.Range(0, events.Length);
GameObject newEvent = Instantiate((GameObject)events[prefabChoice], spawnPoint, Quaternion.identity, EventContainer.transform); //Instantiate new event inside ClientManager
eventIDs.Add(newEvent.GetInstanceID()); //Save ID
newEvent.name = newEvent.name.Split('(')[0]+eventIDs[eventIDs.Count-1]; //Rename new client
// eventSpawnTimer=Random.Range(1.0f, maxTimeNewEvents); //Need more random ?
// eventSpawnReady=false;
}
}
//Remove an event from the EventManager
public void destroyEvent(GameObject eventObj)
{
eventIDs.Remove(eventObj.GetInstanceID());
}
//Start an event coroutine for client
public void startCoroutine(GameObject client)
{
Debug.Log("EventManager: Start coroutine "+client.name);
int clientID = client.GetInstanceID();
if(coroutines.ContainsKey(clientID)) //Stop previous coroutine of the client
StopCoroutine(coroutines[clientID]);
IEnumerator newCoroutine = clientCoroutine(client.transform.position);
coroutines[clientID]=newCoroutine;
StartCoroutine(newCoroutine);
}
//Stop the event coroutine for client
public void stopCoroutine(GameObject client)
{
int clientID = client.GetInstanceID();
if(coroutines.ContainsKey(clientID))
{
Debug.Log("EventManager: Stop coroutine "+client.name);
StopCoroutine(coroutines[clientID]);
}
}
//InvokeRepeating() is another option
//Coroutine to be started in a parallel process.
private IEnumerator clientCoroutine(Vector2 position)
{
while(EventManager.Instance!=null){
if(GameSystem.Instance.serviceOpen)
EventManager.Instance.spawnEvent(position, spawnChance);
yield return new WaitForSeconds(1.0f); //Called every second
}
}
//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)
{
EventContainer = GameObject.Find("/GameSystem/EventManager");
if (EventContainer is null)
throw new System.Exception("No EventManager found under GameSystem");
events = Resources.LoadAll(EventRessourceFolder);
if (events.Length==0)
{
Debug.LogWarning("EventManager didn't find events prefab in ressource folder : "+EventRessourceFolder);
}
ready = true;
}
}
// Update is called once per frame
void Update()
{
// if(!eventSpawnReady)
// {
// eventSpawnTimer-= Time.deltaTime;
// if(eventSpawnTimer<=0)
// eventSpawnReady=true;
// }
}
void OnDisable()
{
StopAllCoroutines();
}
void OnDestroy()
{
StopAllCoroutines();
}
//Try to find a random point on NavMesh inside a range circle. A result would at a maximum distance of 2*range.
bool RandomPoint(Vector3 center, float range, out Vector3 result)
{
for (int i = 0; i < 50; i++)
{
Vector3 randomPoint = center + (Vector3)Random.insideUnitCircle * range;
NavMeshHit hit;
if (NavMesh.SamplePosition(randomPoint, out hit, range, NavMesh.AllAreas))
{
result = hit.position;
return true;
}
}
result = Vector3.zero;
return false;
}
}