ProjetPatate/Assets/Scripts/GameSystems/EventManager.cs

253 lines
10 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
{
public static string EventManager_path="/GameSystem/EventManager";
//Singleton
private static EventManager _instance=null;
public static EventManager Instance { get
{
if(_instance is null) //Force Awakening if needed
GameObject.Find(EventManager_path).GetComponent<EventManager>().Awake();
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]
float spawnChanceSoft = 100.0f, spawnChanceHard = 100.0f; //Probability of an event to spawn (%)
[SerializeField]
int maxSoftObs = 1, maxHardObs = 1; //Maximum active events
// [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 SoftObsRessourceFolder = "Events/SoftObstacles", HardObsRessourceFolder = "Events/HardObstacles"; //Ressource folder w/ events prefabs
private Dictionary<string,Object[]> eventPrefabs = new Dictionary<string,Object[]>();
GameObject EventContainer=null;
//List of active event
List<GameObject> softObsList = new List<GameObject>();
List<GameObject> hardObsList = new List<GameObject>();
[SerializeField]
float coroutineRefreshRate = 1.0f; //Time (s) before refreshing a coroutine
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 spawnSoftObs(Vector2 position, float spawnChance = 100.0f)
{
Vector3 spawnPoint;
if (Random.Range(0.0f, 99.9f)<spawnChance && softObsList.Count<maxSoftObs && RandomPoint(position, SpawnRange, out spawnPoint))
{
// Debug.DrawRay(spawnPoint, Vector3.up, Color.blue, 2.0f);
int prefabChoice = Random.Range(0, eventPrefabs["soft"].Length);
GameObject newEvent = Instantiate((GameObject)eventPrefabs["soft"][prefabChoice], spawnPoint, Quaternion.identity, EventContainer.transform); //Instantiate new event inside ClientManager
softObsList.Add(newEvent); //Save event to list
newEvent.name = newEvent.name.Split('(')[0]+newEvent.GetInstanceID(); //Rename new event
// eventSpawnTimer=Random.Range(1.0f, maxTimeNewEvents); //Need more random ?
// eventSpawnReady=false;
}
}
public void spawnHardObs(List<Client_controller> targetClients, Vector2 position, float spawnChance = 100.0f)
{
//TODO: Orienté client vers event + prefab
Vector3 spawnPoint;
if (Random.Range(0.0f, 99.9f)<spawnChance && hardObsList.Count<maxHardObs && RandomPoint(position, SpawnRange, out spawnPoint))
{
// Debug.DrawRay(spawnPoint, Vector3.up, Color.blue, 2.0f);
int prefabChoice = Random.Range(0, eventPrefabs["hard"].Length);
GameObject newEvent = Instantiate((GameObject)eventPrefabs["hard"][prefabChoice], spawnPoint, Quaternion.identity, EventContainer.transform); //Instantiate new event inside ClientManager
hardObsList.Add(newEvent); //Save event to list
newEvent.name = newEvent.name.Split('(')[0]+newEvent.GetInstanceID(); //Rename new event
foreach(Client_controller client in targetClients)
client.assignToEvent(spawnPoint);
}
}
//Remove an event from the EventManager
public void removeEvent(GameObject eventObj)
{
softObsList.Remove(eventObj);
hardObsList.Remove(eventObj);
}
//Destroy registered events. Levels : 2 = All events, 1 = Hard Obstacles
public void cleanUp(int level=2)
{
if(level<1)
Debug.Log("EventManager : Called cleanup w/ level inferior to 1. Nothing was done.");
if(level>0) //Clean HardObstacles
{
foreach(GameObject obs in hardObsList)
Destroy(obs);
hardObsList.Clear();
}
if(level>1) //Clean SoftObstacles
{
foreach(GameObject obs in softObsList)
Destroy(obs);
softObsList.Clear();
}
}
//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);
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(GameObject clientObj)
{
Client_controller client = clientObj.GetComponent<Client_controller>();
while(EventManager.Instance!=null){
if(GameSystem.Instance.serviceOpen)
{
//Try to spawn softObs or hardObs randomly
if(Random.value<0.5f)
if(client.status=="consuming") //Only spawn soft obs while consuming
EventManager.Instance.spawnSoftObs(clientObj.transform.position, spawnChanceSoft);
else
{
List<GameObject> otherClients = findNearClients(clientObj, 1.0f);
if(otherClients.Count>0)
{
foreach(GameObject ocl in otherClients)
Debug.DrawLine(clientObj.transform.position, ocl.transform.position, Color.red, coroutineRefreshRate);
// Debug.Log("Clients near");
GameObject tgtClient = otherClients[Random.Range(0, otherClients.Count)];
//TODO : Compute spawnChance w/ clients happiness
Vector2 eventPos=(clientObj.transform.position+tgtClient.transform.position)/2; //Event pos between clients
List<Client_controller> targetClients = new List<Client_controller>(){client, tgtClient.GetComponent<Client_controller>()};
EventManager.Instance.spawnHardObs(targetClients, eventPos, spawnChanceHard);
}
}
}
yield return new WaitForSeconds(coroutineRefreshRate); //Called every coroutineRefreshRate second
}
}
//Return the list of other clients in range of client. The client in event status are ignored.
List<GameObject> findNearClients(GameObject client, float range)
{
List<GameObject> res = new List<GameObject>();
List<GameObject> clientList = ClientManager.Instance.clientList;
Vector3 originPos = client.transform.position;
Vector3 otherPos;
foreach(GameObject cl in clientList)
{
otherPos=cl.transform.position;
if(Vector2.Distance(originPos, otherPos)<range && originPos!=otherPos)
if(cl.GetComponent<Client_controller>().status!="event")//Ignore clients already in event status
res.Add(cl);
}
return res;
}
//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;
}
//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(EventManager_path);
if (EventContainer is null)
throw new System.Exception("No EventManager found under GameSystem");
eventPrefabs["soft"] = Resources.LoadAll(SoftObsRessourceFolder);
eventPrefabs["hard"] = Resources.LoadAll(HardObsRessourceFolder);
if (eventPrefabs["soft"].Length==0)
{
Debug.LogWarning("EventManager didn't find events prefab in ressource folder : "+SoftObsRessourceFolder);
}
if (eventPrefabs["hard"].Length==0)
{
Debug.LogWarning("EventManager didn't find events prefab in ressource folder : "+HardObsRessourceFolder);
}
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();
cleanUp();
}
}