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