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https://github.com/DerTyp7/grow-ai-unity.git
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added freetime etc
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124
Assets/Scripts/Person/Person.cs
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124
Assets/Scripts/Person/Person.cs
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@@ -0,0 +1,124 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public enum PersonStatus
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{
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WORK,
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SLEEP,
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FREETIME,
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PARK,
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STORE,
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}
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public class Person : MonoBehaviour
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{
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[Header("Person")]
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[SerializeField] string firstName = "";
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[SerializeField] string lastName = "";
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[SerializeField] City city;
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[SerializeField] House house;
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[SerializeField] Workplace workplace;
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public PersonStatus status;
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PersonMovement movement;
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PersonIndicators indicators;
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public string GetFirstName() => firstName;
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public string GetLastName() => lastName;
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public string GetFullName() => firstName + " " + lastName;
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System.DateTime goToWorkDateTime;
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void Awake()
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{
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city.AddCitizen(this);
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house.AddPerson(this);
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workplace.AddWorker(this);
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}
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void Start()
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{
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movement = GetComponent<PersonMovement>();
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indicators = GetComponent<PersonIndicators>();
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TimeManager.OnMinuteUpdate += OnMinuteUpdate;
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TimeManager.OnDayUpdate += OnDayUpdate;
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SetBehaivorDateTimes();
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FreeTime();
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}
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void OnDayUpdate()
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{
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SetBehaivorDateTimes();
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}
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void OnMinuteUpdate()
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{
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// Work -> FreeTime -> Sleep
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if (TimeManager.instance.GetDateTime() > goToWorkDateTime.AddHours(12)) // Sleep
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{
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Sleep();
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}else if (TimeManager.instance.GetDateTime() > goToWorkDateTime.AddHours(8)) // FreeTime
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{
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FreeTime();
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}
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else if (TimeManager.instance.GetDateTime() > goToWorkDateTime) // Work
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{
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Work();
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}
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}
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void FreeTime()
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{
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if(status == PersonStatus.STORE)
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{
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if(indicators.GetSupplied() == 1.0f)
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{
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status = PersonStatus.FREETIME;
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}
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}
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else
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{
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status = PersonStatus.FREETIME;
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}
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if(indicators.GetSupplied() < 0.3f || status == PersonStatus.STORE)
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{
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status = PersonStatus.STORE;
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Debug.Log(city.GetStores().Count - 1);
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movement.SetTarget(city.GetStores()[Random.Range(0, city.GetStores().Count-1)].transform);
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}
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else if(status == PersonStatus.FREETIME)
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{
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status = PersonStatus.PARK;
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movement.SetTarget(city.GetFreeTimeObjects()[Random.Range(0, city.GetFreeTimeObjects().Count)].transform);
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}
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}
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void Work()
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{
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status = PersonStatus.WORK;
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movement.SetTarget(workplace.transform);
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}
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void Sleep()
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{
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status = PersonStatus.SLEEP;
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movement.SetTarget(house.transform);
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}
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void SetBehaivorDateTimes()
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{
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System.DateTime currentDateTime = TimeManager.instance.GetDateTime();
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goToWorkDateTime = new System.DateTime(currentDateTime.Year,
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currentDateTime.Month,
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currentDateTime.Day,
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Random.Range(4, 9),
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Random.Range(0, 59),
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currentDateTime.Second);
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}
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}
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