mirror of
https://github.com/DerTyp7/grow-ai-unity.git
synced 2025-10-30 04:47:10 +01:00
299 lines
7.5 KiB
C#
299 lines
7.5 KiB
C#
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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// DEBUG
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.G))
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{
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movement.SetTarget(Camera.main.ScreenToWorldPoint(Input.mousePosition));
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}
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}
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void Start()
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{
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Register();
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movement = gameObject.GetComponent<PersonMovement>();
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indicators = gameObject.GetComponent<PersonIndicators>();
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transform.position = house.transform.position;
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TimeManager.OnDayUpdate += DestroyInactive;
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TimeManager.OnDayUpdate += CheckWorkplace;
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TimeManager.OnDayUpdate += OnDayUpdate;
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TimeManager.OnMinuteUpdate += OnMinuteUpdate;
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SetBehaivorDateTimes();
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}
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void Register()
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{
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// Register To City
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city = GameObject.Find("GameManager").GetComponent<City>();
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city.AddPerson(this);
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// Register To House
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house = city.GetAvaiableHouse();
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if(house != null)
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house.AddPerson(this);
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// Register To Workplace
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workplace = city.GetAvaiableWorkplace();
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if(workplace != null)
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workplace.AddWorker(this);
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}
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void CheckWorkplace()
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{
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if (workplace == null)
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{
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workplace = city.GetAvaiableWorkplace();
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workplace.AddWorker(this);
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}
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}
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void DestroyInactive()
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{
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// Destroy a person if they do not find a house anymore
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if (house == null)
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{
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if(city != null)
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city.RemovePerson(this);
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if (workplace != null)
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workplace.RemoveWorker(this);
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Destroy(gameObject);
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}
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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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}
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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 if (status != PersonStatus.PARK)
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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.position);
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}
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else if (status != PersonStatus.PARK)
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{
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status = PersonStatus.PARK;// Check if any Object exsits
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//movement.SetTarget(city.GetFreeTimeObjects()[Random.Range(0, city.GetFreeTimeObjects().Count)].transform.position);
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}
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}
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void Work()
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{
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if (status != PersonStatus.WORK)
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movement.SetTarget(workplace.transform.position);
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status = PersonStatus.WORK;
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}
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void Sleep()
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{
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if(status != PersonStatus.SLEEP)
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movement.SetTarget(house.transform.position);
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status = PersonStatus.SLEEP;
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Debug.Log(house.transform.position);
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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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void Start ()
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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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/* foreach (Workplace w in city.GetWorkplaces())
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{
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if(workplace == null)
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{
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if (w.AddWorker(this))
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{
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workplace = w;
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Debug.Log("Workplace added to " + GetFullName());
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}
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}
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}
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foreach (House h in city.GetHouses())
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{
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if(house == null)
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{
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if (h.AddPerson(this))
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{
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house = h;
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Debug.Log("House added to " + GetFullName());
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}
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}
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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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Sleep();
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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 if (status != PersonStatus.PARK)
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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.position);
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}
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else if(status != PersonStatus.PARK)
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{
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status = PersonStatus.PARK;// Check if any Object exsits
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movement.SetTarget(city.GetFreeTimeObjects()[Random.Range(0, city.GetFreeTimeObjects().Count)].transform.position);
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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.position);
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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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Debug.Log(house.transform.position);
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movement.SetTarget(house.transform.position);
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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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