using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using Unity.PlasticSCM.Editor.WebApi;
using UnityEngine;
public class NPC_Behavior : MonoBehaviour
{
[SerializeField] GameObject confettiEffect;
[SerializeField] private double _caffeineLevel = 0.0; // max 100, min 0
[SerializeField] private double _hungerLevel = 0.0; // max 100, min 0
[SerializeField] private double _happinessLevel = 100.0; // max 100, min 0
[SerializeField] private double _baseDevelopementPower = 100.0; // max 100, min 0
[SerializeField] private double _developementPower = 100.0; // max unlimited, min 0
[SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are requested per minute
///
/// Gibt das Koffeinlevel des Entwicklers zurück
///
public double CaffeineLevel => _caffeineLevel;
///
/// Gibt das Hungerlevel des Entwicklers zurück
///
public double HungerLevel => _hungerLevel;
///
/// Gibt das Zufriedenheitslevel des Entwicklers zurück
///
public double HappnessLevel => _happinessLevel;
///
/// Gibt die Basisentwicklungskraft des Entwicklers zurück
///
public double BaseDevelopementPower => _baseDevelopementPower;
///
/// Gibt die jetzige Entwicklungskraft des Entwicklers zurück
///
public double DevelopmentPower => _developementPower;
private GameManager _gameManager;
[SerializeField] private bool _fullfillNeedManually = false;
[SerializeField] private float _timer;
[SerializeField] private float _newNeedDelay = 3.0f;
[SerializeField] private List _lastTenNeeds = new List();
private DeveloperNeeds _developerNeeds;
private float _timeBetweenEvents;
private GameObject _currentNeed = null;
private float _newNeedDelayTimer = 0.0f;
private float _effectCreationTime;
private GameObject _effect;
///
/// The name of the current need
///
public string CurrentNeed => _lastTenNeeds[_lastTenNeeds.Count - 1];
///
/// Indicates if the developer has a need right now
///
public bool HasNeed = false;
// Start is called before the first frame update
void Start()
{
_gameManager = GameManager.Instance;
_developerNeeds = GetComponent();
ResetTimer();
}
// Update is called once per frame
void Update()
{
WatchEffect();
_timer -= Time.deltaTime;
if (_newNeedDelayTimer <= 0)
{
if (_timer <= 0 && _currentNeed == null)
{
GenerateNeed();
ResetTimer();
}
}
else
{
_newNeedDelayTimer -= Time.deltaTime;
}
// for Debugging
if (_fullfillNeedManually)
{
_fullfillNeedManually = false;
NeedFullfilled();
}
}
private void ResetTimer()
{
if (eventRate <= 0)
{
_timeBetweenEvents = float.MaxValue;
}
else
{
_timeBetweenEvents = 60f / (float)eventRate;
_timer = Random.Range(0.5f * _timeBetweenEvents, 1.25f * _timeBetweenEvents);
}
}
private void WatchEffect()
{
if (_effect != null && GetEffectLifetime() >= 3.0f)
{
RemoveEffect();
}
}
private float GetEffectLifetime()
{
return Time.time - _effectCreationTime;
}
private bool RemoveEffect()
{
Destroy(_effect);
return _effect != null;
}
public bool GenerateNeed()
{
List needs = new List() { "coffee", "mate", "toilet", "money" };
string need = needs[UnityEngine.Random.Range(0, needs.Count)];
_currentNeed = _developerNeeds.spawnNeed(need);
HasNeed = true;
_lastTenNeeds.Add(need);
if (_lastTenNeeds.Count > 10)
{
_lastTenNeeds.RemoveAt(0);
}
return _currentNeed != null;
}
///
/// Deletes the current need and its gameobject.
///
/// bool: wether successfully deleted the gameobject or not
public bool NeedFullfilled()
{
Destroy(_currentNeed);
if (HasNeed)
{
HasNeed = false;
_newNeedDelayTimer = _newNeedDelay;
_effect = Instantiate(confettiEffect, new Vector3(0.0f, 1.5f, 0.0f), confettiEffect.transform.rotation);
_effect.transform.SetParent(transform, false);
_effectCreationTime = Time.time;
}
return _currentNeed == null;
}
public Dictionary GetStats()
{
return new Dictionary
{
{ "Caffeine", _caffeineLevel },
{ "Hunger", _hungerLevel },
{ "Happiness", _happinessLevel },
{ "Developement Power", _developementPower }
};
}
public void SetStats(Dictionary stats)
{
foreach (string key in stats.Keys)
{
switch (key)
{
case "Caffeine":
_caffeineLevel = stats[key];
break;
case "Hunger":
_hungerLevel = stats[key];
break;
case "Happiness":
_happinessLevel = stats[key];
break;
case "Developement Power":
_developementPower = stats[key];
break;
default:
Debug.LogError("Unknown Stat/Key");
break;
}
}
}
}