using UnityEngine; using UnityEngine.AI; using System.Collections; public class NPCAnimationController : MonoBehaviour { public Transform workPosition; public GameObject Cup; public GameObject HandCup; public Transform toiletTransform; public Transform dancePlace; public Transform toiletLookAtTransform;// Die Transform-Position der Toilette private NavMeshAgent agent; private Animator animator; public Developer Developer; [SerializeField] private bool _canTakeNewJob; private void Awake() { agent = GetComponent(); animator = GetComponent(); HandCup.SetActive(false); StartCoroutine(GetToWorkRoutine()); } 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 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) { float time = 0; float startWeight = animator.GetLayerWeight(layerIndex); while (time < duration) { animator.SetLayerWeight(layerIndex, Mathf.Lerp(startWeight, targetWeight, time / duration)); time += Time.deltaTime; yield return null; } animator.SetLayerWeight(layerIndex, targetWeight); // Sicherstellen, dass der Zielwert erreicht wird } 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); Cup.SetActive(false); yield return new WaitForSeconds(1.5f); HandCup.SetActive(true); yield return new WaitForSeconds(3.5f); HandCup.SetActive(false); yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Coffee"), 0, 1f)); // 1 Sekunde zum Ausblenden animator.ResetTrigger("DrinkCoffee"); Cup.SetActive(true); ReleaseLock(); } public void GoToToilet() { StartCoroutine(GoToToiletRoutine()); } 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")); MoveTo(toiletTransform.position); // Warte, bis der Charakter am Ziel angekommen ist. yield return new WaitUntil(() => agent.remainingDistance <= agent.stoppingDistance); // 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")); Developer.Pee(1.0, true); ToiletManager.Instance.Toilette.Flush(); // 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 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 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. public void GettingMad() { StartCoroutine(GettingMadRoutine()); } 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() { StartCoroutine(CaffeinRoutine()); } private IEnumerator CaffeinRoutine() { yield return TakeLock(); yield return StartCoroutine(FadeLayerWeight(animator.GetLayerIndex("Typing"), 0, 1f)); // Beginne mit dem Laufen zur Toilette. animator.SetTrigger("Walk"); yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).IsName("Walk")); MoveTo(dancePlace.position); yield return new WaitUntil(() => agent.remainingDistance <= agent.stoppingDistance); animator.ResetTrigger("Walk"); animator.SetTrigger("TooMuchCaffein"); 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 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; } private void Update() { // Pr�ft, ob der Buchstabe 'C' gedr�ckt wurde if (Input.GetKeyDown(KeyCode.C)) { DrinkCoffee(); } // Pr�ft, ob der Buchstabe 'T' gedr�ckt wurde if (Input.GetKeyDown(KeyCode.T)) { GoToToilet(); } // Pr�ft, ob der Buchstabe 'M' gedr�ckt wurde if (Input.GetKeyDown(KeyCode.M)) { GettingMad(); } // Pr�ft, ob der Buchstabe 'C' gedr�ckt wurde if (Input.GetKeyDown(KeyCode.O)) { CaffeinOverdose(); } } }