diff --git a/3d Prototyp/Assets/Animations/NPCAnimationController.cs b/3d Prototyp/Assets/Animations/NPCAnimationController.cs index 2e131175..0d6fff3d 100644 --- a/3d Prototyp/Assets/Animations/NPCAnimationController.cs +++ b/3d Prototyp/Assets/Animations/NPCAnimationController.cs @@ -16,6 +16,11 @@ public class NPCAnimationController : MonoBehaviour private NavMeshAgent agent; private Animator animator; + public Developer Developer; + + [SerializeField] + private bool _canTakeNewJob; + private void Awake() { agent = GetComponent(); @@ -25,21 +30,23 @@ public class NPCAnimationController : MonoBehaviour } private IEnumerator GetToWorkRoutine() { + yield return TakeLock(); + animator.SetLayerWeight(animator.GetLayerIndex("Typing"), 0); animator.SetTrigger("Walk"); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("WalkBack")); MoveTo(workPosition.position); yield return new WaitUntil(() => agent.remainingDistance <= agent.stoppingDistance); - animator.ResetTrigger("Walk"); // Setze den Lauf-Trigger zurück + animator.ResetTrigger("Walk"); // Setze den Lauf-Trigger zur�ck animator.SetTrigger("SitDown"); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("Sit")); transform.rotation = workPosition.rotation; yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Typing"), 1, 1f)); + + ReleaseLock(); } - - - private IEnumerator FadeLayerWeight(int layerIndex, float targetWeight, float duration) + private IEnumerator FadeLayerWeight(int layerIndex, float targetWeight, float duration) { float time = 0; float startWeight = animator.GetLayerWeight(layerIndex); @@ -56,15 +63,25 @@ public class NPCAnimationController : MonoBehaviour public void DrinkCoffee() { - - StartCoroutine(DrinkCoffeeRoutine()); - } + private IEnumerator TakeLock() + { + yield return new WaitUntil(() => _canTakeNewJob); + + _canTakeNewJob = false; + } + + private void ReleaseLock() + { + _canTakeNewJob = true; + } + private IEnumerator DrinkCoffeeRoutine() { - + yield return TakeLock(); + yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Coffee"), 1, 1f)); // 1 Sekunde zum Einblenden animator.SetTrigger("DrinkCoffee"); yield return new WaitForSeconds(1.5f); @@ -78,7 +95,7 @@ public class NPCAnimationController : MonoBehaviour animator.ResetTrigger("DrinkCoffee"); Cup.SetActive(true); - + ReleaseLock(); } public void GoToToilet() @@ -88,7 +105,17 @@ public class NPCAnimationController : MonoBehaviour private IEnumerator GoToToiletRoutine() { + yield return TakeLock(); + yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Typing"), 0, 1f)); + + while (ToiletManager.Instance.IsOccupied) + { + yield return new WaitForSeconds(2); + } + + ToiletManager.Instance.IsOccupied = true; + // Beginne mit dem Laufen zur Toilette. animator.SetTrigger("Walk"); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("Walk")); @@ -97,24 +124,33 @@ public class NPCAnimationController : MonoBehaviour yield return new WaitUntil(() => agent.remainingDistance <= agent.stoppingDistance); - // Hört auf zu laufen und beginnt zu sitzen. - animator.ResetTrigger("Walk"); // Es ist wichtig, den vorherigen Trigger zurückzusetzen + // H�rt auf zu laufen und beginnt zu sitzen. + animator.ResetTrigger("Walk"); // Es ist wichtig, den vorherigen Trigger zur�ckzusetzen transform.LookAt(new Vector3(toiletLookAtTransform.position.x, toiletLookAtTransform.position.y, toiletLookAtTransform.position.z)); animator.SetTrigger("SitDown"); + transform.LookAt(new Vector3(toiletLookAtTransform.position.x, toiletLookAtTransform.position.y, toiletLookAtTransform.position.z)); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("Ready")); - // Stehe auf und gehe zurück zum Ausgangspunkt. + + Developer.Pee(1.0, true); + + // Stehe auf und gehe zur�ck zum Ausgangspunkt. transform.LookAt(new Vector3(toiletLookAtTransform.position.x, toiletLookAtTransform.position.y, toiletLookAtTransform.position.z)); - animator.ResetTrigger("SitDown"); // Setze den Sitzen-Trigger zurück + animator.ResetTrigger("SitDown"); // Setze den Sitzen-Trigger zur�ck + + ToiletManager.Instance.IsOccupied = false; + animator.SetTrigger("Walk"); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("WalkBack")); MoveTo(workPosition.position); yield return new WaitUntil(() => agent.remainingDistance <= agent.stoppingDistance); - animator.ResetTrigger("Walk"); // Setze den Lauf-Trigger zurück + animator.ResetTrigger("Walk"); // Setze den Lauf-Trigger zur�ck animator.SetTrigger("SitDown"); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("Sit")); transform.rotation = workPosition.rotation; yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Typing"), 1, 1f)); + + ReleaseLock(); } // Hier kannst du entscheiden, ob der Charakter wieder sitzt oder steht. // Beispiel: Setze IsSitting oder IsStanding entsprechend. @@ -126,12 +162,15 @@ public class NPCAnimationController : MonoBehaviour private IEnumerator GettingMadRoutine() { + yield return TakeLock(); + animator.SetTrigger("GetMad"); yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Coffee"), 1, 2f)); // 1 Sekunde zum Einblenden yield return new WaitForSeconds(8f); yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Coffee"), 0, 1f)); // 1 Sekunde zum Ausblenden animator.ResetTrigger("GetMad"); - + + ReleaseLock(); } public void CaffeinOverdose() @@ -141,6 +180,8 @@ public class NPCAnimationController : MonoBehaviour private IEnumerator CaffeinRoutine() { + yield return TakeLock(); + yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Typing"), 0, 1f)); // Beginne mit dem Laufen zur Toilette. animator.SetTrigger("Walk"); @@ -149,24 +190,23 @@ public class NPCAnimationController : MonoBehaviour yield return new WaitUntil(() => agent.remainingDistance <= agent.stoppingDistance); animator.ResetTrigger("Walk"); animator.SetTrigger("TooMuchCaffein"); - yield return new WaitForSeconds(8f); + + yield return new WaitWhile(() => Developer.IsOvercaffeinated); + animator.ResetTrigger("TooMuchCaffein"); animator.SetTrigger("Walk"); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("WalkBack")); MoveTo(workPosition.position); yield return new WaitUntil(() => agent.remainingDistance <= agent.stoppingDistance); transform.rotation = workPosition.rotation; - animator.ResetTrigger("Walk"); // Setze den Lauf-Trigger zurück + animator.ResetTrigger("Walk"); // Setze den Lauf-Trigger zur�ck animator.SetTrigger("SitDown"); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("Sit")); yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Typing"), 1, 1f)); - - - + + ReleaseLock(); } - - private void MoveTo(Vector3 destination) { agent.destination = destination; @@ -175,28 +215,27 @@ public class NPCAnimationController : MonoBehaviour private void Update() { - // Prüft, ob der Buchstabe 'C' gedrückt wurde + // Pr�ft, ob der Buchstabe 'C' gedr�ckt wurde if (Input.GetKeyDown(KeyCode.C)) { DrinkCoffee(); } - // Prüft, ob der Buchstabe 'T' gedrückt wurde + // Pr�ft, ob der Buchstabe 'T' gedr�ckt wurde if (Input.GetKeyDown(KeyCode.T)) { GoToToilet(); } - // Prüft, ob der Buchstabe 'M' gedrückt wurde + // Pr�ft, ob der Buchstabe 'M' gedr�ckt wurde if (Input.GetKeyDown(KeyCode.M)) { GettingMad(); } - // Prüft, ob der Buchstabe 'C' gedrückt wurde + // Pr�ft, ob der Buchstabe 'C' gedr�ckt wurde if (Input.GetKeyDown(KeyCode.O)) { CaffeinOverdose(); } } - 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_urgeToUrinateLevel -= caffeineAmount / 0.5f; + _urgeToUrinateLevel -= caffeineAmount / 2.0; _wantedDrink = WantedConsumable.None; + + _npcAnimation.DrinkCoffee(); } public void GiveFood(double foodAmount, WantedConsumable foodType) @@ -272,7 +279,7 @@ public class Developer : MonoBehaviour _happiness += 0.2; } - _urgeToUrinateLevel -= foodAmount / 0.5f; + _urgeToUrinateLevel -= foodAmount / 2.0; _wantedFood = WantedConsumable.None; } @@ -307,15 +314,23 @@ public class Developer : MonoBehaviour _caffeineLevel -= caffeineDrain * _baseStats.CaffeineDrainFactor; _hungerLevel -= hungerDrain * _baseStats.HungerDrainFactor; _urgeToUrinateLevel -= urinationDrain * _baseStats.UrinationDrainFactor; - _happiness -= happinessDrain * _baseStats.UrinationDrainFactor; + _happiness -= happinessDrain * _baseStats.HappinessDrainFactor; _caffeineLevel = Math.Max(_caffeineLevel, 0.0); _hungerLevel = Math.Max(_hungerLevel, 0.0); _urgeToUrinateLevel = Math.Max(_urgeToUrinateLevel, 0.0); _happiness = Math.Max(_happiness, 0.0); - + _isHyperactive = _caffeineLevel > 1.0 && _caffeineLevel <= 1.5; + + bool wasOvercaffeinated = _isOvercaffeinated; _isOvercaffeinated = _caffeineLevel > 1.5; + + if (!wasOvercaffeinated && _isOvercaffeinated) + { + _npcAnimation.CaffeinOverdose(); + } + _isSleeping = _caffeineLevel <= 0.0; if (_caffeineLevel < GameManager.Instance.NeedNotificationThreshold && _caffeineNeed == null) @@ -351,6 +366,8 @@ public class Developer : MonoBehaviour _toiletNeed = _developerNeeds.SpawnToiletNeed(_needList.Count); _needList.Add(_toiletNeed); + + _npcAnimation.GoToToilet(); } if (_hungerLevel <= 0.0) @@ -458,11 +475,13 @@ public class Developer : MonoBehaviour private double CalculateUrinationEfficiency() { - if (_urgeToUrinateLevel > 1.0) + if (_urgeToUrinateLevel > GameManager.Instance.NeedNotificationThreshold) return 1.0; // https://easings.net/#easeOutExpo - return Math.Abs(_urgeToUrinateLevel - 1.0) < 0.0001f ? 1.0 : 1.0 - Math.Pow(2, -10 * _urgeToUrinateLevel); + return _urgeToUrinateLevel / GameManager.Instance.NeedNotificationThreshold; + + //Math.Abs(_urgeToUrinateLevel - 1.0) < 0.0001f ? 1.0 : 1.0 - Math.Pow(2, -10 * _urgeToUrinateLevel); } private double CalculateHappinessEfficiency() diff --git a/3d Prototyp/Assets/Scripts/GameManager.cs b/3d Prototyp/Assets/Scripts/GameManager.cs index 80a62de0..6c7f7bbb 100644 --- a/3d Prototyp/Assets/Scripts/GameManager.cs +++ b/3d Prototyp/Assets/Scripts/GameManager.cs @@ -153,15 +153,27 @@ public partial class GameManager : MonoBehaviourSingleton } } + [SerializeField] + private bool _won; + + public bool Won => _won; + + [SerializeField] + private bool _lost; + + public bool Lost => _lost; + private void EndGame(EndGameCondition endGameCondition) { if (endGameCondition.IsWin()) { Debug.Log("You won!"); + _won = true; } else if (endGameCondition.IsLose()) { Debug.Log("You lost!"); + _lost = true; } Debug.Log(endGameCondition.GetEndGameMessage()); diff --git a/3d Prototyp/Assets/Scripts/TimeManager.cs b/3d Prototyp/Assets/Scripts/TimeManager.cs index 3aefa1a9..3f04c28b 100644 --- a/3d Prototyp/Assets/Scripts/TimeManager.cs +++ b/3d Prototyp/Assets/Scripts/TimeManager.cs @@ -47,7 +47,14 @@ public class TimeManager : MonoBehaviourSingleton double realSeconds = GameManager.Instance.ExpectedRemainingGameDuration; double gameDays = realSeconds / _secondsPerDay; - return CurrentDate.AddDays(gameDays); + if (double.IsFinite(gameDays)) + { + return CurrentDate.AddDays(gameDays); + } + else + { + return DateTime.MaxValue; + } } } diff --git a/3d Prototyp/Assets/Scripts/UiController.cs b/3d Prototyp/Assets/Scripts/UiController.cs index 7b916c68..09d2333c 100644 --- a/3d Prototyp/Assets/Scripts/UiController.cs +++ b/3d Prototyp/Assets/Scripts/UiController.cs @@ -4,6 +4,7 @@ using System.Collections.Generic; using Interaction; using TMPro; using UnityEngine; +using UnityEngine.SceneManagement; using UnityEngine.Serialization; using UnityEngine.UI; @@ -37,12 +38,18 @@ public class UiController : MonoBehaviour [SerializeField] private TextMeshProUGUI _predictedEndText; [SerializeField] private Gradient _deadlineTextColors; + + public GameObject WinScreen; + public GameObject LoseScreen; void Update() { UpdateActionDisplay(); UpdateProgressBar(); UpdateDeadlineDateStuffTexts(); + + WinScreen.SetActive(GameManager.Instance.Won); + LoseScreen.SetActive(GameManager.Instance.Lost); } private void UpdateProgressBar() @@ -59,7 +66,7 @@ public class UiController : MonoBehaviour { _currentDateText.text = $"Aktuelle Zeit: {TimeManager.Instance.CurrentDate: dddd dd.MM.yy hh U\\hr}"; _deadlineText.text = $"Deadline: {TimeManager.Instance.Deadline: dddd dd.MM.yy hh U\\hr}"; - _predictedEndText.text = $"Vorraussichtlich fertig: {TimeManager.Instance.PredictedEndDate: dddd dd.MM.yy hh U\\hr}"; + _predictedEndText.text = $"Vorraussichtlich fertig: {(TimeManager.Instance.PredictedEndDate == DateTime.MaxValue ? 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