Files
SimUL/Assets/Scripts/Player/Player.cs
T
2023-03-03 09:30:17 +02:00

253 lines
7.5 KiB
C#

using Assets.Scripts.Actions.Interfaces;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Runtime.Serialization;
using UnityEngine;
using UnityEngine.AI;
public class BlockingAnimation : Attribute{}
public class Player : MonoBehaviour
{
public static Player Instance { get; private set; }
[SerializeField]
public NavMeshAgent _navAgent;
[SerializeField]
public Animator _animator;
[SerializeField]
private Transform _holdPoint;
private AnimationStates _currentAnimation;
private Vector3 _groundDeltaPosition;
public Dictionary<StatsId, Stat> Stats;
public IWorkPlace WorkPlace { get; set; }
private readonly Queue<PlayerTasks> _tasks = new Queue<PlayerTasks>();
private PlayerTasks _currentTask;
private const string WALK_VELOCITY = "WalkVelocity";
private FoodObject _foodObject;
private void Awake()
{
if (Instance != null)
{
Debug.Log("There's more than one player instance");
return;
}
Instance = this;
}
private void Start()
{
TimeManager.OnMinuteChanged += UpdateStatsByClock;
_navAgent.updatePosition = false;
Stats = PlayerStats.CreateInitialStats();
}
private void OnDestroy()
{
TimeManager.OnMinuteChanged -= UpdateStatsByClock;
}
private void Update()
{
if (IsBlockingAnimation(_currentAnimation))
{
if (IsAnimationStatePlaying(0, GetEnumMemberValue(_currentAnimation)))
return;
}
if (_currentTask == null || _currentTask.Status == TaskStatus.Complete)
{
_tasks.TryDequeue(out _currentTask);
}
if (_currentTask != null)
{
if (_currentTask.Status == TaskStatus.Waiting)
Debug.Log($"Current task {_currentTask.Task}");
switch (_currentTask.Task)
{
case Tasks.Rotate:
_currentTask.UpdateStatus(Rotate(_currentTask.TagretObject._playerArrivePoint.forward));
break;
case Tasks.Move:
if (_currentAnimation == AnimationStates.Sitting)
{
SetPlayerAnimation(AnimationStates.Standing);
return;
}
_navAgent.SetDestination(_currentTask.TagretObject._playerArrivePoint.position);
_currentTask.UpdateStatus(MoveToPoint());
break;
case Tasks.Interact:
if (IsPathComplete(_currentTask.TagretObject._playerArrivePoint.position))
_currentTask.UpdateStatus(InteractWithObject(_currentTask.TagretObject));
else
{
AddTask(new PlayerTasks(Tasks.Move, _currentTask.TagretObject));
AddTask(new PlayerTasks(Tasks.Rotate, _currentTask.TagretObject));
AddTask(_currentTask);
_currentTask = null;
}
break;
}
}
}
private TaskStatus MoveToPoint()
{
SetPlayerAnimation(AnimationStates.Walking);
var worldDeltaPosition = _navAgent.nextPosition - transform.position;
_groundDeltaPosition.x = Vector3.Dot(transform.right, worldDeltaPosition);
_groundDeltaPosition.y = Vector3.Dot(transform.forward, worldDeltaPosition);
Vector2 velocity = (Time.deltaTime > 1e-5f) ? _groundDeltaPosition / Time.deltaTime : Vector2.zero;
_animator.SetFloat(WALK_VELOCITY, velocity.y);
return IsPathComplete(_navAgent.destination) ? TaskStatus.Complete : TaskStatus.InProgress;
}
private bool IsPathComplete(Vector3 destination)
{
if (Vector3.Distance(destination, _navAgent.transform.position) <= _navAgent.radius)
{
transform.position = destination;
if (!_navAgent.hasPath || _navAgent.velocity.sqrMagnitude < 0.2f)
{
SetPlayerAnimation(AnimationStates.Idle);
return true;
}
}
return false;
}
public TaskStatus Rotate(Vector3 target)
{
var targetRot = Quaternion.LookRotation(target);
Quaternion rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(target), 10 * Time.deltaTime);
rotation.x = 0;
transform.rotation = rotation;
if (IsApproximate(targetRot, transform.rotation, 0.000004f))
{
return TaskStatus.Complete;
}
return TaskStatus.InProgress;
}
public static bool IsApproximate(Quaternion q1, Quaternion q2, float precision)
{
return Mathf.Abs(Quaternion.Dot(q1, q2)) >= 1 - precision;
}
private TaskStatus InteractWithObject(BaseInteractableObject interactableObject)
{
interactableObject.Interact(this);
return TaskStatus.Complete;
}
public void SetPlayerAnimation(AnimationStates newState)
{
if (newState == _currentAnimation)
{
return;
}
_animator.Play(GetEnumMemberValue(newState));
_currentAnimation = newState;
}
private bool IsAnimationStatePlaying(int animLayer, string stateName)
{
if (_animator.GetCurrentAnimatorStateInfo(animLayer).IsName(stateName) &&
_animator.GetCurrentAnimatorStateInfo(animLayer).normalizedTime < 1.0f)
return true;
else
return false;
}
private void OnAnimatorMove()
{
transform.position = _navAgent.nextPosition;
}
public void AddTask(PlayerTasks task)
{
_tasks.Enqueue(task);
}
public void UpdateStatsByClock()
{
Stats[StatsId.Food].deduct(0.034f); // 48 hours it's 100, 100/2880=~0.034 per minute
if (_currentAnimation != AnimationStates.Sleeping)
{
Stats[StatsId.Energy].deduct(0.1f); // 24 hours it's 100, 100/1440=~0.096 per minute
}
else
{
Stats[StatsId.Energy].increase(1f);
}
}
public void Pay(float amount)
{
Stats[StatsId.Money].deduct(amount);
}
public float Eat()
{
Stats[StatsId.Food].increase(10);
return Stats[StatsId.Food].Value;
}
private static string GetEnumMemberValue<T>(T value)
where T : struct, IConvertible
{
return typeof(T)
.GetTypeInfo()
.DeclaredMembers
.SingleOrDefault(x => x.Name == value.ToString())
?.GetCustomAttribute<EnumMemberAttribute>(false)
?.Value;
}
private static bool IsBlockingAnimation<T>(T value)
where T : struct, IConvertible
{
var enumType = typeof(T);
var memInfo = enumType.GetMember(value.ToString());
var attr = memInfo.FirstOrDefault()?.GetCustomAttributes(false).OfType<BlockingAnimation>().FirstOrDefault();
return attr != null;
}
public void SetFoodObject(FoodObject foodObject)
{
foodObject.transform.parent = _holdPoint;
foodObject.transform.localPosition = Vector3.zero;
_foodObject = foodObject;
Debug.Log($"player hold {foodObject.GetFoodObjectSO().name}");
}
public FoodObject GetFoodObject()
{
return _foodObject;
}
public void ClearFoodObject()
{
Destroy(_foodObject.gameObject);
_foodObject = null;
}
public bool HasFoodObject()
{
return _foodObject != null;
}
}