ProjetPatate/Assets/Scripts/Characters/Client_controller.cs
2021-02-09 10:00:34 +01:00

297 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
//Define the behavior of a client
[RequireComponent(typeof(SpriteRenderer))]
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(Rigidbody2D))]
[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;
SpriteRenderer client_renderer;
Animator animator;
string _status;
string _prevStatus;
string _lastStatusRequest=null;
// private readonly object balanceLock = new object();
// bool updatingStatus=false;
HashSet<string> _availStatus = new HashSet<string>(){"entering", "waiting", "consuming", "leaving", "event"};
public string status
{
get{ return _status;}
//BEWARE : Set is only a request. The status is only really set in update.
set{
if (_availStatus.Contains(value))
{
if(value==_status)
Debug.LogWarning(gameObject.name+" status is set twice to:"+value);
else //Request change of status
{
// if(_lastStatusRequest!=null)
// Debug.LogWarning(gameObject.name+" status request("+_lastStatusRequest+") is overriden by : "+value);
_lastStatusRequest = value;
}
}
}
}
string order = "none"; //Order requested by the client
float consumeTimer;
float waitTimer;
GameObject currentMug = null; //Mug currently held by the client
//Navigation
Vector2 assigedPos; //Chair to sit or destination to stay (leave)
Vector2 currentObjective; //Current destination to reach
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;
mug.take();
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;
}
}
//Assign client to an event/destination. Restore its previous status if no event/destination is given.
public void assignToEvent(Vector2? destination=null)
{
if(destination is null)
{
status=_prevStatus;
currentObjective=assigedPos;
}
else
{
status="event";
currentObjective=(Vector2)destination;
}
}
//Update client attributes in fonction of the newStatus. Should only be called once by Update.
protected void updateStatus(string newStatus)
{
switch (newStatus)
{
case "entering":
client_renderer.color = Color.white;
toggleAgent(true);
if(UIWaitingTimer != null)
UIWaitingTimer.gameObject.SetActive(false);
break;
case "waiting":
client_renderer.color = Color.white;
toggleAgent(false);
if(UIWaitingTimer != null)
{
UIWaitingTimer.DisplayIcon(true);
UIWaitingTimer.gameObject.SetActive(true);
}
break;
case "consuming":
client_renderer.color = Color.white;
toggleAgent(false);
if(UIWaitingTimer != null)
UIWaitingTimer.gameObject.SetActive(false);
break;
case "event":
client_renderer.color = Color.red;
toggleAgent(true);
if(UIWaitingTimer != null)
UIWaitingTimer.gameObject.SetActive(false);
break;
case "leaving":
client_renderer.color = Color.white;
toggleAgent(true);
if(UIWaitingTimer != null)
UIWaitingTimer.gameObject.SetActive(false);
break;
default:
break;
}
//Navigation
if(agent.enabled) //Assign destination
agent.SetDestination(currentObjective);
else //Warp to destination
gameObject.transform.position=currentObjective;
if(status=="event"&&!agent.enabled)
Debug.LogWarning("Wrong status update : "+ gameObject.name + _prevStatus + status +" "+ _lastStatusRequest);
}
//Switch between agent or obstacle. And enable Event coroutine if obstacle.
protected void toggleAgent(bool isAgent)
{
if(isAgent)
{
navObstacle.enabled = false;
agent.enabled = true;
EventManager.Instance.stopCoroutine(gameObject);
}
else
{
agent.enabled = false;
navObstacle.enabled = true;
EventManager.Instance.startCoroutine(gameObject);
}
}
// Start is called before the first frame update
protected virtual 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);
client_renderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
// Navigation //
agent = GetComponent<NavMeshAgent>();
navObstacle = GetComponent<NavMeshObstacle>();
//Prevent rotation of the ground at movement
agent.updateRotation = false;
agent.updateUpAxis = false;
//Get target
currentObjective = assigedPos = ClientManager.Instance.assignTarget(); //Chair to go
// agent.SetDestination(assigedPos);
//Assign Random priority to prevent two agent blocking each other
agent.avoidancePriority=Random.Range(0, 99);
status = "entering";
}
// Update is called once per frame
protected virtual void Update()
{
//Update status if it was requested
if(_lastStatusRequest !=null)
{
_prevStatus=_status;
_status = _lastStatusRequest;
animator.SetTrigger(_status); //Update status in animator
updateStatus(_status);
_lastStatusRequest = null;
// Debug.Log(gameObject.name+" "+_status);
}
//Navigation
// Debug.Log(gameObject.name + " navigation : "+ agent.isStopped + " " + agent.remainingDistance);
Debug.DrawLine(gameObject.transform.position, agent.destination, Color.blue, 0.0f);
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));
}
else if(status=="waiting")
{
waitTimer -= Time.deltaTime;
if (waitTimer < 0) //Waited too long
{
//Leave tavern
status = "leaving";
currentObjective = assigedPos = ClientManager.Instance.assignTarget(assigedPos, true); //Assign leaving target and set it as current objective
}
else if(UIWaitingTimer != null) //Update UI Waiting timer
UIWaitingTimer.SetValue(waitTimer/waitingTime);
}
//Consume Timer
else 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
Transform dropPos = gameObject.transform;
dropPos.position += (Vector3)Vector2.down * 0.2f;
obj.drop(dropPos);
currentMug=null;
}
//Leave tavern
status = "leaving";
currentObjective = assigedPos = ClientManager.Instance.assignTarget(assigedPos, true); //Assign leaving target and set it as current objective
}
}
else if(status=="leaving" && !agent.pathPending && agent.remainingDistance<0.5) //Reached exit ?
{
Destroy(gameObject);
}
else if(status=="event" && !agent.pathPending && agent.remainingDistance==0) //Reached event ?
{
assignToEvent(); //In case events already finished, come back to normal
}
}
protected void OnDestroy()
{
ClientManager.Instance.clientLeave(gameObject);
}
}