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

241 lines
6.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
[Serializable]
public struct DeveloperStats
{
public double BaseEfficiency;
public int Fingers;
public double CaffeineDrainFactor;
public double HungerDrainFactor;
[FormerlySerializedAs("UrgeToUrinateFillFactor")] public double UrinationDrainFactor;
public DeveloperStats(double baseEfficiency, int fingers, double caffeineDrainFactor, double hungerDrainFactor, double urinationDrainFactor)
{
BaseEfficiency = baseEfficiency;
Fingers = fingers;
CaffeineDrainFactor = caffeineDrainFactor;
HungerDrainFactor = hungerDrainFactor;
UrinationDrainFactor = urinationDrainFactor;
}
public static readonly DeveloperStats Default = new DeveloperStats(1.0, 10, 1, 1, 1);
}
public class Developer : MonoBehaviour
{
private string _name;
[SerializeField]
private DeveloperStats _baseStats = DeveloperStats.Default;
[SerializeField, ShowOnly]
private double _currentEfficiency = 1.0;
[SerializeField]
private int _fingersLeft = 10;
[SerializeField]
private double _caffeineLevel = 1.0;
[SerializeField]
private double _hungerLevel = 1.0;
[SerializeField]
private double _urgeToUrinateLevel = 1.0;
[SerializeField, ShowOnly]
private bool _isSleeping = false;
[SerializeField, ShowOnly]
private bool _isHyperactive = false;
[SerializeField, ShowOnly]
private bool _isOvercaffeinated = false;
[SerializeField]
private DeveloperNeeds _developerNeeds;
/// <summary>
/// Gibt die Grunddaten des Entwicklers zurück.
/// </summary>
public DeveloperStats BaseStats => _baseStats;
/// <summary>
/// Gibt die Anzahl der Finger zurück.
/// </summary>
public int FingersLeft => _fingersLeft;
/// <summary>
/// Gibt die aktuelle Effizienz des Entwicklers in Prozent zurück.
/// </summary>
public double CurrentEfficiency => _currentEfficiency;
public string Name => _name;
[SerializeField]
private GameObject _caffeineNeed;
[SerializeField]
private GameObject _hungerNeed;
[SerializeField]
private GameObject _toiletNeed;
void Start()
{
_developerNeeds = gameObject.GetComponent<DeveloperNeeds>();
_fingersLeft = _baseStats.Fingers;
}
[ContextMenu("Give Drink")]
private void TestDrink()
{
GiveDrink(0.25);
}
[ContextMenu("Give Food")]
private void TestFood()
{
GiveFood(0.25);
}
[ContextMenu("Drain Bladder")]
private void TestPee()
{
Pee(0.25);
}
public void GiveDrink(double caffeineAmount)
{
_caffeineLevel += caffeineAmount;
if (_caffeineNeed != null && _caffeineLevel > GameManager.Instance.NeedNotificationThreshold)
{
NeedFullfilled(_caffeineNeed);
}
}
public void GiveFood(double foodAmount)
{
_hungerLevel += foodAmount;
if (_hungerNeed != null && _hungerLevel > GameManager.Instance.NeedNotificationThreshold)
{
NeedFullfilled(_hungerNeed);
}
}
public void Pee(double peeAmount)
{
_urgeToUrinateLevel += peeAmount;
if (_toiletNeed != null && _urgeToUrinateLevel > GameManager.Instance.NeedNotificationThreshold)
{
NeedFullfilled(_toiletNeed);
}
}
public void UpdateStats(double caffeineDrain, double hungerDrain, double urinationDrain)
{
_caffeineLevel -= caffeineDrain * _baseStats.CaffeineDrainFactor;
_hungerLevel -= hungerDrain * _baseStats.HungerDrainFactor;
_urgeToUrinateLevel -= urinationDrain * _baseStats.UrinationDrainFactor;
_caffeineLevel = Math.Clamp(_caffeineLevel, 0.0, 2.0);
_hungerLevel = Math.Clamp(_hungerLevel, 0.0, 1.0);
_urgeToUrinateLevel = Math.Clamp(_urgeToUrinateLevel, 0.0, 1.0);
_isHyperactive = _caffeineLevel > 1.0;
_isOvercaffeinated = _caffeineLevel > 1.5;
_isSleeping = _caffeineLevel <= 0.0;
if (_caffeineLevel < GameManager.Instance.NeedNotificationThreshold && _caffeineNeed == null)
{
_caffeineNeed = _developerNeeds.SpawnCaffeineNeed();
}
if (_hungerLevel < GameManager.Instance.NeedNotificationThreshold && _hungerNeed == null)
{
_hungerNeed = _developerNeeds.SpawnHungerNeed();
}
if (_urgeToUrinateLevel < GameManager.Instance.NeedNotificationThreshold && _toiletNeed == null)
{
// TODO: Go to toilet
Debug.Log("Ich muss aufs Klo!");
_toiletNeed = _developerNeeds.SpawnToiletNeed();
}
if (_hungerLevel <= 0.0)
{
Die();
}
}
private void NeedFullfilled(GameObject needObject)
{
Instantiate(GameManager.Instance.NeedFullfilledParticleEffect, needObject.transform.position, needObject.transform.rotation);
Destroy(needObject);
}
public void UpdateEfficiency()
{
_currentEfficiency = _baseStats.BaseEfficiency * (_fingersLeft / 10.0) * CalculateCaffeineEfficiency() * CalculateHungerEfficiency() * CalculateUrinationEfficiency();
}
// TODO: Es könnte sich als schwierig erweisen, die Effizienz hoch zu halten.
// Man könnte ggf. die Funktionen so anpassen, dass sie eine ganze Weile 100% Effizienz geben.
private double CalculateCaffeineEfficiency()
{
if (_isSleeping)
return 0.0;
// Die Formel hat schon recht vielversprechendes Verhalten im Bereich > 1
//if (_isHyperactive)
// return 1.0 + (_caffeineLevel - 1.0) * (_caffeineLevel - 1.0);
if (_isOvercaffeinated)
return 0.0;
// https://easings.net/#easeOutCubic
return 1.0 - Math.Pow(1.0 - _caffeineLevel, 3.0);
}
private double CalculateHungerEfficiency()
{
// https://easings.net/#easeOutCirc
return Math.Sqrt(1.0 - Math.Pow(_caffeineLevel - 1.0, 2.0));
}
private double CalculateUrinationEfficiency()
{
// https://easings.net/#easeOutExpo
return Math.Abs(_urgeToUrinateLevel - 1.0) < 0.0001f ? 1.0 : 1.0 - Math.Pow(2, -10 * _urgeToUrinateLevel);
}
/// <summary>
/// Der Entwickler wird verletzt und der Idiot bricht sich ausgerechnet einen Finger...
/// </summary>
public void Hurt()
{
_fingersLeft--;
// Ob er stirbt oder nicht, für uns hat er auf jeden Fall seinen Nutzen verloren.
if (_fingersLeft == 0)
Die();
}
private void Die()
{
Debug.Log($"{Name} ist verreckt.");
}
}