253 lines
10 KiB
C#
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();
|
|
}
|
|
}
|