244 lines
8.4 KiB
C#
244 lines
8.4 KiB
C#
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<NavMeshAgent>();
|
||
animator = GetComponent<Animator>();
|
||
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<75>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<75>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<75>ck zum Ausgangspunkt.
|
||
transform.LookAt(new Vector3(toiletLookAtTransform.position.x, toiletLookAtTransform.position.y, toiletLookAtTransform.position.z));
|
||
animator.ResetTrigger("SitDown"); // Setze den Sitzen-Trigger zur<75>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<75>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<75>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<50>ft, ob der Buchstabe 'C' gedr<64>ckt wurde
|
||
if (Input.GetKeyDown(KeyCode.C))
|
||
{
|
||
DrinkCoffee();
|
||
}
|
||
|
||
// Pr<50>ft, ob der Buchstabe 'T' gedr<64>ckt wurde
|
||
if (Input.GetKeyDown(KeyCode.T))
|
||
{
|
||
GoToToilet();
|
||
}
|
||
|
||
// Pr<50>ft, ob der Buchstabe 'M' gedr<64>ckt wurde
|
||
if (Input.GetKeyDown(KeyCode.M))
|
||
{
|
||
GettingMad();
|
||
}
|
||
// Pr<50>ft, ob der Buchstabe 'C' gedr<64>ckt wurde
|
||
if (Input.GetKeyDown(KeyCode.O))
|
||
{
|
||
CaffeinOverdose();
|
||
}
|
||
}
|
||
}
|