2024-04-05 13:18:15 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DeveloperNeeds : MonoBehaviour
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{
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2024-04-05 14:08:45 +02:00
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[SerializeField] List<GameObject> Needs = new List<GameObject>();
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2024-04-05 13:18:15 +02:00
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2024-04-05 17:29:05 +02:00
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private Text2Speech _text2speech;
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2024-04-05 18:11:26 +02:00
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private AudioSource _audioSource;
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2024-04-05 17:29:05 +02:00
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2024-04-05 13:18:15 +02:00
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// Start is called before the first frame update
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void Start()
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{
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2024-04-05 17:29:05 +02:00
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_text2speech = GetComponent<Text2Speech>();
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2024-04-05 18:11:26 +02:00
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_audioSource = GetComponent<AudioSource>();
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2024-04-05 13:18:15 +02:00
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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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}
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2024-04-05 14:08:45 +02:00
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2024-04-05 19:24:26 +02:00
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// TODO: Enums statt strings verwenden
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// TODO: Multiple Needs möglich übereinander anzeigen?
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2024-04-06 00:57:29 +02:00
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public GameObject SpawnCoffeeNeed() => spawnNeed("coffee");
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public GameObject SpawnMateNeed() => spawnNeed("mate");
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public GameObject SpawnToiletNeed() => spawnNeed("toilet");
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public GameObject SpawnHungerNeed() => spawnNeed("hunger");
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public GameObject SpawnMoneyNeed() => spawnNeed("money");
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2024-04-05 16:14:51 +02:00
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public GameObject spawnNeed(string needName)
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{
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GameObject spawnedNeed = null;
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string context = "";
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switch (needName)
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{
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case "coffee":
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spawnedNeed = Instantiate(Needs[0], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation);
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context = "The NPC wants coffee";
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break;
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case "mate":
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spawnedNeed = Instantiate(Needs[1], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation);
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2024-04-06 17:22:04 +02:00
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context = "The NPC wants a Blub Mate (Yes, its a drink called Blub Mate)";
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break;
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case "toilet":
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spawnedNeed = Instantiate(Needs[2], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation);
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context = "The NPC wants to go to the toilet, toilet is clogged and dirty";
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break;
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case "money":
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spawnedNeed = Instantiate(Needs[3], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation);
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context = "The NPC wants a raise, The NPC needs more money";
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break;
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default:
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Debug.LogError($"Unbekannter need \"{needName}\"");
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break;
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}
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if (spawnedNeed != null)
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{
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spawnedNeed.transform.SetParent(transform, false);
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spawnedNeed.transform.localScale = new Vector3(0.4f, 0.01f, 0.4f);
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if (!_audioSource.isPlaying)
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{
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_text2speech.Generate(context);
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}
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return spawnedNeed;
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}
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return null;
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}
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}
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