Files
grow-ai-unity/Assets/Scripts/Person/Person.cs
2022-03-06 16:04:18 +01:00

125 lines
3.0 KiB
C#

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