GameVsJam/3d Prototyp/Assets/Scripts/NPC_Behavior.cs

171 lines
5.4 KiB
C#

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
/// <summary>
/// Gibt das Koffeinlevel des Entwicklers zurück
/// </summary>
public double CaffeineLevel => _caffeineLevel;
/// <summary>
/// Gibt das Hungerlevel des Entwicklers zurück
/// </summary>
public double HungerLevel => _hungerLevel;
/// <summary>
/// Gibt das Zufriedenheitslevel des Entwicklers zurück
/// </summary>
public double HappnessLevel => _happinessLevel;
/// <summary>
/// Gibt die Basisentwicklungskraft des Entwicklers zurück
/// </summary>
public double BaseDevelopementPower => _baseDevelopementPower;
/// <summary>
/// Gibt die jetzige Entwicklungskraft des Entwicklers zurück
/// </summary>
public double DevelopmentPower => _developementPower;
private GameManager _gameManager;
[SerializeField] private bool _deleteManually = false;
[SerializeField] private float _timer;
[SerializeField] private List<string> _lastTenNeeds = new List<string>();
private DeveloperNeeds _developerNeeds;
private float _timeBetweenEvents;
private GameObject _currentNeed = null;
private bool _justFullfilledNeed = false;
private float _justFullfilledNeedTimer = 2.0f;
private bool _canNeedNewNeed = true;
/// <summary>
/// The name of the current need
/// </summary>
public string CurrentNeed => _lastTenNeeds[_lastTenNeeds.Count - 1];
/// <summary>
/// Indicates if the developer has a need right now
/// </summary>
public bool HasNeed = false;
// Start is called before the first frame update
void Start()
{
_gameManager = GameManager.Instance;
_developerNeeds = GetComponent<DeveloperNeeds>();
ResetTimer();
}
// Update is called once per frame
void Update()
{
_timer -= Time.deltaTime;
_justFullfilledNeedTimer -= Time.deltaTime;
if (_justFullfilledNeedTimer <= 0 && _justFullfilledNeed)
{
_canNeedNewNeed = true;
_justFullfilledNeed = false;
_justFullfilledNeedTimer = 2.0f;
}
if (_timer <= 0 && _currentNeed == null && _canNeedNewNeed)
{
// List<string> needs = new List<string>() { "coffee", "mate", "toilet" };
_justFullfilledNeed = false;
_canNeedNewNeed = false;
string need = "coffee";
_currentNeed = _developerNeeds.spawnNeed(need);
HasNeed = true;
_lastTenNeeds.Add(need);
if (_lastTenNeeds.Count > 10 )
{
_lastTenNeeds.RemoveAt(0);
}
ResetTimer();
}
// for Debugging
if (_deleteManually)
{
_deleteManually = false;
NeedFullfilled();
}
}
void ResetTimer()
{
if (eventRate <= 0)
{
_timeBetweenEvents = float.MaxValue;
}
else
{
_timeBetweenEvents = 60f / (float)eventRate;
_timer = Random.Range(0.5f * _timeBetweenEvents, 1.5f * _timeBetweenEvents);
}
}
/// <summary>
/// Deletes the current need and its gameobject.
/// </summary>
/// <returns>bool: wether successfully deleted the gameobject or not</returns>
public bool NeedFullfilled()
{
Destroy(_currentNeed);
if (HasNeed)
{
HasNeed = false;
_justFullfilledNeed = true;
_canNeedNewNeed = false;
Instantiate(confettiEffect, new Vector3(0.0f, 1.5f, 0.0f), confettiEffect.transform.rotation).transform.SetParent(transform, false);
}
return _currentNeed == null;
}
public Dictionary<string, double> GetStats()
{
return new Dictionary<string, double>
{
{ "Caffeine", _caffeineLevel },
{ "Hunger", _hungerLevel },
{ "Happiness", _happinessLevel },
{ "Developement Power", _developementPower }
};
}
public void SetStats(Dictionary<string, double> 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;
}
}
}
}