show player energy, change daytimecontroller to TimeManager

This commit is contained in:
Vladimir Koshevarov
2022-11-17 16:12:51 +02:00
parent 6b8d74932c
commit be3161d7e4
15 changed files with 859 additions and 223 deletions
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using Assets.Scripts.Actions.Interfaces; using Assets.Scripts.Actions.Interfaces;
namespace Assets.Scripts.Actions namespace Assets.Scripts.Actions
{ {
public class Eat : BaseAction, ISellableItem public class Eat : BaseAction, ISellableItem
{ {
public double Price { get; private set; } public float Price { get; private set; }
private int _energyPerTick; private int _energyPerTick;
public Eat(int duration, int energyPerTick, double price) : base(duration) public Eat(int duration, int energyPerTick, float price) : base(duration)
{ {
Price = price; Price = price;
_energyPerTick = energyPerTick; _energyPerTick = energyPerTick;
} }
public override void ApplyAction(PlayerController playerController)
public override void ApplyAction(PlayerController playerController) {
{ playerController.foodEnergy.increase(_energyPerTick);
playerController.foodEnergy.increase(_energyPerTick); }
} }
} }
}
@@ -3,6 +3,6 @@ namespace Assets.Scripts.Actions.Interfaces
{ {
internal interface ISellableItem internal interface ISellableItem
{ {
public double Price { get; } public float Price { get; }
} }
} }
+15 -15
View File
@@ -1,15 +1,15 @@
namespace Assets.Scripts.Actions namespace Assets.Scripts.Actions
{ {
public class Relax : BaseAction public class Relax : BaseAction
{ {
private int _energyPerTick; private int _energyPerTick;
public Relax(int duration, int energyPerTick) : base(duration) public Relax(int duration, int energyPerTick) : base(duration)
{ {
_energyPerTick = energyPerTick; _energyPerTick = energyPerTick;
} }
public override void ApplyAction(PlayerController playerController) public override void ApplyAction(PlayerController playerController)
{ {
playerController.restEnergy.increase(_energyPerTick); playerController.energy.increase(_energyPerTick);
} }
} }
} }
+14 -6
View File
@@ -1,11 +1,9 @@
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
public class GameUIController : MonoBehaviour public class GameUIController : MonoBehaviour
{ {
[SerializeField]
private DateTimeController _dateTimeController;
[SerializeField] [SerializeField]
private PlayerController _playerController; private PlayerController _playerController;
@@ -15,23 +13,33 @@ public class GameUIController : MonoBehaviour
[SerializeField] [SerializeField]
private TextMeshProUGUI _moneyText; private TextMeshProUGUI _moneyText;
[SerializeField]
public Slider _energy;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void OnEnable()
{ {
TimeManager.OnMinuteChanged += UpdateTime;
}
private void OnDisable()
{
TimeManager.OnMinuteChanged -= UpdateTime;
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
_moneyText.text = $"${_playerController.money.Value}"; _moneyText.text = $"${_playerController.money.Value}";
UpdateTime(); _energy.value = _playerController.energy.Value;
} }
private void UpdateTime() private void UpdateTime()
{ {
if (_timeText != null) if (_timeText != null)
{ {
_timeText.text = _dateTimeController.CurrentTime.ToString("HH:mm"); _timeText.text = TimeManager.CurrentTime.ToString(@"hh\:mm");
} }
} }
} }
+12 -10
View File
@@ -4,10 +4,10 @@ using UnityEngine;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
public Stat money = new Stat("Money", 100.00); public Stat money = new Stat("Money", 100.0f);
public Stat rentAccount = new Stat("Rent Account", 0); public Stat rentAccount = new Stat("Rent Account", 0);
public Stat foodEnergy = new Stat("Food Energy", 0); public Stat foodEnergy = new Stat("Food Energy", 0);
public Stat restEnergy = new Stat("Rest Energy", 0); public Stat energy = new Stat("Energy", 100);
// bank // bank
public Stat bankAccount = new Stat("Bank Account", 0); public Stat bankAccount = new Stat("Bank Account", 0);
@@ -40,11 +40,15 @@ public class PlayerController : MonoBehaviour
public Stat tvItem = new Stat("Tv Item", 1500, 1); public Stat tvItem = new Stat("Tv Item", 1500, 1);
public Stat laptopItem = new Stat("Laptop Item", 3000, 1); public Stat laptopItem = new Stat("Laptop Item", 3000, 1);
private void OnEnable()
{
TimeManager.OnMinuteChanged += DecreaseEnergy;
}
private int _day; private void OnDisable()
public int Clock; {
TimeManager.OnMinuteChanged -= DecreaseEnergy;
}
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@@ -53,13 +57,11 @@ public class PlayerController : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
} }
public void DecreaseEnergy()
public void StartNewDay()
{ {
Clock = 24; energy.deduct(0.096f); // 24 hours it's 100, 100/1440=~0.096 per minute
} }
public bool TryBuyAction(BaseAction action) public bool TryBuyAction(BaseAction action)
+41 -41
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@@ -1,41 +1,41 @@
public class Stat public class Stat
{ {
public string Name { get; set; } public string Name { get; set; }
public double Value { get; set; } public float Value { get; set; }
public double Price { get; set; } public double Price { get; set; }
public double Quantity { get; set; } public double Quantity { get; set; }
public Stat(string name, double startValue) public Stat(string name, float startValue)
{ {
Name = name; Name = name;
Value = startValue; Value = startValue;
} }
public Stat(string name, double price, double quantity) public Stat(string name, float price, float quantity)
{ {
Name = name; Name = name;
Price = price; Price = price;
Quantity = quantity; Quantity = quantity;
} }
public void increase(double byAmount) public void increase(float byAmount)
{ {
Value += byAmount; Value += byAmount;
} }
public bool deduct(double amount) public bool deduct(float amount)
{ {
if (Value >= amount) if (Value >= amount)
{ {
Value -= amount; Value -= amount;
return true; return true;
} }
return false; return false;
} }
public void forceDeduct(double amount) public void forceDeduct(float amount)
{ {
Value -= amount; Value -= amount;
} }
} }
@@ -1,106 +1,116 @@
using System; using System;
using UnityEngine; using UnityEngine;
public class DateTimeController : MonoBehaviour public class TimeManager : MonoBehaviour
{ {
[SerializeField] public static Action OnMinuteChanged;
private float _timeMultiplier;
[SerializeField]
[SerializeField] private float _startHour;
private float _startHour;
[SerializeField]
[SerializeField] private Light _sunLight;
private Light _sunLight;
[SerializeField]
[SerializeField] private float _sunriseHour;
private float _sunriseHour; [SerializeField]
[SerializeField] private float _sunsetHour;
private float _sunsetHour;
[SerializeField]
[SerializeField] private Color _dayAmbientLight;
private Color _dayAmbientLight;
[SerializeField]
[SerializeField] private Color _nightAmbientLight;
private Color _nightAmbientLight;
[SerializeField]
[SerializeField] private AnimationCurve _lightChangeCurve;
private AnimationCurve _lightChangeCurve;
[SerializeField]
[SerializeField] private float _maxSunLightIntensity;
private float _maxSunLightIntensity;
[SerializeField]
[SerializeField] private Light _moonLight;
private Light _moonLight;
[SerializeField]
[SerializeField] private float _maxMoonLightIntensity;
private float _maxMoonLightIntensity;
private TimeSpan _sunriseTime;
private TimeSpan _sunriseTime; private TimeSpan _sunsetTime;
private TimeSpan _sunsetTime;
private float _timer;
private DateTime _currentTime;
[SerializeField]
public DateTime CurrentTime => _currentTime; private float _minuteToRealTime = 0.5f;
// Start is called before the first frame update public static TimeSpan CurrentTime { get; private set; }
void Start()
{ // Start is called before the first frame update
_currentTime = DateTime.Now.Date + TimeSpan.FromHours(_startHour); void Start()
_sunriseTime = TimeSpan.FromHours(_sunriseHour); {
_sunsetTime = TimeSpan.FromHours(_sunsetHour); _timer = _minuteToRealTime;
} CurrentTime = TimeSpan.Zero + TimeSpan.FromHours(_startHour);
_sunriseTime = TimeSpan.FromHours(_sunriseHour);
// Update is called once per frame _sunsetTime = TimeSpan.FromHours(_sunsetHour);
void Update() }
{
UpdateTime(); // Update is called once per frame
RotateSun(); void Update()
} {
UpdateTime();
private void UpdateTime() //RotateSun();
{ }
_currentTime = _currentTime.AddSeconds(Time.deltaTime * _timeMultiplier);
} private void UpdateTime()
{
private void RotateSun() _timer -= Time.deltaTime;
{ if (_timer <= 0)
float sunLightRotation; {
if (_currentTime.TimeOfDay > _sunriseTime && _currentTime.TimeOfDay < _sunsetTime) CurrentTime = CurrentTime.Add(TimeSpan.FromMinutes(1));
{ OnMinuteChanged?.Invoke();
TimeSpan sunriseToSunsetDuration = CalculateTimeDifference(_sunriseTime, _sunsetTime);
TimeSpan timeSinceSunrise = CalculateTimeDifference(_sunriseTime, _currentTime.TimeOfDay); _timer = _minuteToRealTime;
}
double percentage = timeSinceSunrise.TotalMinutes / sunriseToSunsetDuration.TotalMinutes; }
sunLightRotation = Mathf.Lerp(0, 180, (float)percentage); //private void RotateSun()
} //{
else // float sunLightRotation;
{ // if (_currentTime.TimeOfDay > _sunriseTime && _currentTime.TimeOfDay < _sunsetTime)
TimeSpan nightDuration = CalculateTimeDifference(_sunsetTime, _sunriseTime); // {
TimeSpan timeSinceSunset = CalculateTimeDifference(_sunsetTime, _currentTime.TimeOfDay); // TimeSpan sunriseToSunsetDuration = CalculateTimeDifference(_sunriseTime, _sunsetTime);
// TimeSpan timeSinceSunrise = CalculateTimeDifference(_sunriseTime, _currentTime.TimeOfDay);
double percentage = timeSinceSunset.TotalMinutes / nightDuration.TotalMinutes;
// double percentage = timeSinceSunrise.TotalMinutes / sunriseToSunsetDuration.TotalMinutes;
sunLightRotation = Mathf.Lerp(180, 360, (float)percentage);
} // sunLightRotation = Mathf.Lerp(0, 180, (float)percentage);
_sunLight.transform.rotation = Quaternion.AngleAxis(sunLightRotation, Vector3.right); // }
} // else
// {
private void UpdateLightSettings() // TimeSpan nightDuration = CalculateTimeDifference(_sunsetTime, _sunriseTime);
{ // TimeSpan timeSinceSunset = CalculateTimeDifference(_sunsetTime, _currentTime.TimeOfDay);
float dotProduct = Vector3.Dot(_sunLight.transform.forward, Vector3.down);
_sunLight.intensity = Mathf.Lerp(0, _maxSunLightIntensity, _lightChangeCurve.Evaluate(dotProduct)); // double percentage = timeSinceSunset.TotalMinutes / nightDuration.TotalMinutes;
_moonLight.intensity = Mathf.Lerp(_maxMoonLightIntensity, 0, _lightChangeCurve.Evaluate(dotProduct));
RenderSettings.ambientLight = Color.Lerp(_nightAmbientLight, _dayAmbientLight, _lightChangeCurve.Evaluate(dotProduct)); // sunLightRotation = Mathf.Lerp(180, 360, (float)percentage);
} // }
private TimeSpan CalculateTimeDifference(TimeSpan from, TimeSpan to) // _sunLight.transform.rotation = Quaternion.AngleAxis(sunLightRotation, Vector3.right);
{ //}
TimeSpan diff = to - from;
if (diff.TotalSeconds < 0) private void UpdateLightSettings()
{ {
diff += TimeSpan.FromHours(24); float dotProduct = Vector3.Dot(_sunLight.transform.forward, Vector3.down);
} _sunLight.intensity = Mathf.Lerp(0, _maxSunLightIntensity, _lightChangeCurve.Evaluate(dotProduct));
_moonLight.intensity = Mathf.Lerp(_maxMoonLightIntensity, 0, _lightChangeCurve.Evaluate(dotProduct));
return diff; RenderSettings.ambientLight = Color.Lerp(_nightAmbientLight, _dayAmbientLight, _lightChangeCurve.Evaluate(dotProduct));
} }
} private TimeSpan CalculateTimeDifference(TimeSpan from, TimeSpan to)
{
TimeSpan diff = to - from;
if (diff.TotalSeconds < 0)
{
diff += TimeSpan.FromHours(24);
}
return diff;
}
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