Reorganizacja projektu, Logika stołu i kuchni

This commit is contained in:
Jakub Łangowski 2021-03-29 11:12:30 +02:00
parent c6d985c53e
commit 16bc04543a
44 changed files with 10277 additions and 55387 deletions

File diff suppressed because it is too large Load Diff

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@ -1,7 +1,7 @@
using Assets.Logic.Graph;
using Assets.Logic.Utils;
using System.Collections;
using System.Linq;
using Logic.Graph;
using UnityEngine;
namespace Assets.Logic.Agent
@ -11,45 +11,30 @@ namespace Assets.Logic.Agent
public Node ActualNode;
private Node previousNode;
private bool canMove = true; //temporary
void Update()
{
//temporary
if (!canMove) return;
if (ActualNode is Table table)
{
if (Input.GetKeyDown(KeyCode.Space))
if (table is KitchenTable kitchenTable)
{
switch (table.State)
if (Input.GetKeyDown(KeyCode.Space))
{
case TableState.Empty:
table.State = TableState.WaitingForMenu;
break;
case TableState.WaitingForMenu:
table.State = TableState.ViewingTheMenu;
break;
case TableState.ViewingTheMenu:
table.State = TableState.WaitingForWaitress;
break;
case TableState.WaitingForWaitress:
table.State = TableState.WaitingForFood;
break;
case TableState.WaitingForFood:
table.State = TableState.Eating;
break;
case TableState.Eating:
table.State = TableState.WaitingForPay;
break;
case TableState.WaitingForPay:
table.State = TableState.Empty;
break;
kitchenTable.HandleSpace();
}
SceneContext.Instance.text2.text = table.State.ToString();
}
if (table is CustomerTable customerTable)
{
if (Input.GetKeyDown(KeyCode.Space))
{
customerTable.HandleSpace();
}
}
if (Input.GetKeyDown(KeyCode.Escape) && previousNode != null)
{
SceneContext.Instance.text1.text = string.Empty;
SceneContext.Instance.text2.text = string.Empty;
StartCoroutine(RunToAnotherNode(previousNode));
}
}
@ -57,32 +42,32 @@ namespace Assets.Logic.Agent
{
if (Input.GetKeyDown(KeyCode.UpArrow))
{
if (transform.rotation.eulerAngles.y.IsEq(0,1))
if (transform.rotation.eulerAngles.y.IsEq(0,2))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
x.transform.position.z > ActualNode.transform.position.z);
if (node != null) StartCoroutine(RunToAnotherNode(node));
}
if (transform.rotation.eulerAngles.y.IsEq(180, 1))
if (transform.rotation.eulerAngles.y.IsEq(180, 2))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
x.transform.position.z < ActualNode.transform.position.z);
if (node != null) StartCoroutine(RunToAnotherNode(node));
}
if (transform.rotation.eulerAngles.y.IsEq(90, 1))
if (transform.rotation.eulerAngles.y.IsEq(90, 2))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
x.transform.position.x > ActualNode.transform.position.x);
if (node != null) StartCoroutine(RunToAnotherNode(node));
}
if (transform.rotation.eulerAngles.y.IsEq(270, 1))
if (transform.rotation.eulerAngles.y.IsEq(270, 2))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
x.transform.position.x < ActualNode.transform.position.x);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -92,7 +77,7 @@ namespace Assets.Logic.Agent
{
if (transform.rotation.eulerAngles.y.IsEq(0, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
x.transform.position.z < ActualNode.transform.position.z);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -100,7 +85,7 @@ namespace Assets.Logic.Agent
if (transform.rotation.eulerAngles.y.IsEq(180, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
x.transform.position.z > ActualNode.transform.position.z);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -108,14 +93,14 @@ namespace Assets.Logic.Agent
if (transform.rotation.eulerAngles.y.IsEq(90, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
x.transform.position.x < ActualNode.transform.position.x);
if (node != null) StartCoroutine(RunToAnotherNode(node));
}
if (transform.rotation.eulerAngles.y.IsEq(270, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
x.transform.position.x > ActualNode.transform.position.x);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -125,7 +110,7 @@ namespace Assets.Logic.Agent
{
if (transform.rotation.eulerAngles.y.IsEq(0, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
x.transform.position.x > ActualNode.transform.position.x);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -133,7 +118,7 @@ namespace Assets.Logic.Agent
if (transform.rotation.eulerAngles.y.IsEq(180, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
x.transform.position.x < ActualNode.transform.position.x);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -141,14 +126,14 @@ namespace Assets.Logic.Agent
if (transform.rotation.eulerAngles.y.IsEq(90, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
x.transform.position.z < ActualNode.transform.position.z);
if (node != null) StartCoroutine(RunToAnotherNode(node));
}
if (transform.rotation.eulerAngles.y.IsEq(270, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
x.transform.position.z > ActualNode.transform.position.z);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -158,7 +143,7 @@ namespace Assets.Logic.Agent
{
if (transform.rotation.eulerAngles.y.IsEq(0, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
x.transform.position.x < ActualNode.transform.position.x);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -166,7 +151,7 @@ namespace Assets.Logic.Agent
if (transform.rotation.eulerAngles.y.IsEq(180, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
x.transform.position.x > ActualNode.transform.position.x);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -174,14 +159,14 @@ namespace Assets.Logic.Agent
if (transform.rotation.eulerAngles.y.IsEq(90, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
x.transform.position.z > ActualNode.transform.position.z);
if (node != null) StartCoroutine(RunToAnotherNode(node));
}
if (transform.rotation.eulerAngles.y.IsEq(270, 1))
{
var node = ActualNode.Neighbors.FirstOrDefault(x =>
var node = ActualNode.neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
x.transform.position.z < ActualNode.transform.position.z);
if (node != null) StartCoroutine(RunToAnotherNode(node));
@ -208,20 +193,19 @@ namespace Assets.Logic.Agent
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, i);
i = 0;
var y = transform.position.y;
while (i <= 1 && !(destination is Table) &&
transform.position != new Vector3(location.x, transform.position.y, location.z))
while (i <= 1 && !(destination is Table) && transform.position != new Vector3(location.x, transform.position.y, location.z))
{
transform.position = Vector3.Slerp(transform.position,
new Vector3(location.x, y, location.z), i);
yield return new WaitForEndOfFrame();
i += Time.deltaTime;
}
if (!(destination is Table table)) transform.position = new Vector3(location.x, transform.position.y, location.z);
else
if (!(destination is Table table))
{
SceneContext.Instance.text1.text = table.TableNumber.ToString();
SceneContext.Instance.text2.text = table.State.ToString();
transform.position = new Vector3(location.x, transform.position.y, location.z);
}
previousNode = ActualNode;
ActualNode = destination;
canMove = true;

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@ -0,0 +1,59 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Logic.Graph;
using Logic.Inventory.Scripts;
using UnityEngine;
namespace Logic
{
public class CustomerTableManager: MonoBehaviour
{
#region Singleton
public static CustomerTableManager Instance;
private void Awake()
{
Instance = this;
availableRecipes = Resources.LoadAll<ItemObject>("Items").ToList();
customerTables = GetComponentsInChildren<CustomerTable>().ToList();
int i = 0;
foreach (CustomerTable table in customerTables)
{
table.tableNumber = i;
i++;
}
}
#endregion
public int customerSpawnTime = 10;
[SerializeField] private List<CustomerTable> customerTables;
[SerializeField] private List<ItemObject> availableRecipes;
private void Start()
{
StartCoroutine(HandleCustomerSpawn(customerSpawnTime));
}
IEnumerator HandleCustomerSpawn(int secs)
{
while (true)
{
int randomTableNumber = Random.Range(0, customerTables.Count);
if (customerTables[randomTableNumber].state == TableState.Empty)
{
customerTables[randomTableNumber].state = TableState.WaitingForMenu;
UIManager.Instance.uiTableManager.ChangeStatus(randomTableNumber, TableState.WaitingForMenu);
}
yield return new WaitForSeconds(secs);
}
}
public ItemObject GetRandomRecipe()
{
return availableRecipes[Random.Range(0, availableRecipes.Count)];
}
}
}

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@ -0,0 +1,142 @@
using System.Collections;
using Logic.Inventory.Scripts;
using UnityEngine;
namespace Logic.Graph
{
public enum TableState
{
Empty = 0,
WaitingForMenu = 1,
ViewingTheMenu = 2,
WaitingForWaitress = 3,
WaitingForFood = 4,
Eating = 5,
WaitingForPay = 6
}
public class CustomerTable : Table
{
public TableState state;
public bool recipeReady;
private Coroutine _prepareRecipeCoroutine;
private Coroutine _eatMealCoroutine;
public void HandleSpace()
{
switch (state)
{
case TableState.WaitingForMenu:
HandleMenuView();
break;
case TableState.WaitingForWaitress:
HandleRecipeReady();
break;
case TableState.WaitingForFood:
HandleFoodDelivery();
break;
case TableState.WaitingForPay:
HandlePayment();
break;
}
}
private void HandleMenuView()
{
state = TableState.ViewingTheMenu;
UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
_prepareRecipeCoroutine = StartCoroutine(HandleRecipePrepare(3));
}
private IEnumerator HandleRecipePrepare(int secs)
{
yield return new WaitForSeconds(secs);
if (state == TableState.WaitingForWaitress)
{
StopCoroutine(_prepareRecipeCoroutine);
}
else
{
SetRandomRecipe();
Spawn();
recipeReady = true;
state = TableState.WaitingForWaitress;
UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
UIManager.Instance.uiTableManager.ChangeItem(tableNumber, currentItem);
}
}
private void HandleRecipeReady()
{
if (recipeReady)
{
ItemObject item = GETRecipe();
item.forTable = tableNumber;
item.type = ItemType.Recipe;
bool isSuccess = WaitressInventory.instance.AddItem(item);
if (isSuccess)
{
ClearItemObject();
recipeReady = false;
state = TableState.WaitingForFood;
UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
UIManager.Instance.uiTableManager.ChangeItem(tableNumber, null);
}
}
}
private void HandleFoodDelivery()
{
ItemObject meal = WaitressInventory.instance.GETMealForTable(tableNumber);
if (meal != null)
{
currentItem = meal;
Spawn();
WaitressInventory.instance.RemoveItem(meal);
_eatMealCoroutine = StartCoroutine(HandleEatMeal(3));
state = TableState.Eating;
UIManager.Instance.uiTableManager
.ChangeStatus(tableNumber, state);
UIManager.Instance.uiTableManager
.ChangeItem(tableNumber, currentItem);
}
}
private IEnumerator HandleEatMeal(int secs)
{
yield return new WaitForSeconds(secs);
if (state == TableState.WaitingForPay)
{
StopCoroutine(_eatMealCoroutine);
}
else
{
ClearItemObject();
currentItem.type = ItemType.Money;
Spawn();
state = TableState.WaitingForPay;
UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
UIManager.Instance.uiTableManager.ChangeItem(tableNumber, currentItem);
}
}
private void HandlePayment()
{
isFull = false;
currentItem = null;
ClearItemObject();
state = TableState.Empty;
UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
UIManager.Instance.uiTableManager.ChangeItem(tableNumber, null);
}
private void SetRandomRecipe()
{
currentItem = Instantiate(CustomerTableManager.Instance.GetRandomRecipe());
currentItem.forTable = tableNumber;
currentItem.type = ItemType.Recipe;
state = TableState.WaitingForFood;
UIManager.Instance.uiTableManager.ChangeStatus(tableNumber, state);
}
}
}

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@ -0,0 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Logic.Inventory.Scripts;
using Logic.UI;
using UnityEngine;
namespace Logic.Graph
{
public class KitchenTable : Table
{
public void Start()
{
StartCoroutine(PrepareMeal());
}
public void HandleSpace()
{
List<ItemObject> foodToPrepare = WaitressInventory.instance.GetRecipes();
foreach (ItemObject foodObject in foodToPrepare)
{
foodObject.type = ItemType.Food;
KitchenTableManager.Instance.AddToQueue(foodObject, QueueType.ProgressQueue);
}
if (isFull)
{
ItemObject item = GETRecipe();
bool isSuccess = WaitressInventory.instance.AddItem(item);
if (isSuccess)
{
ClearItemObject();
isFull = false;
currentItem = null;
UIManager.Instance.uiQueueManager.Remove(QueueType.ReadyQueue);
}
SpawnReadyMeal();
}
}
private IEnumerator PrepareMeal(){
while (true)
{
yield return new WaitForSeconds(3);
if (KitchenTableManager.Instance.inProgressQueue.Any())
{
var item = KitchenTableManager.Instance.RemoveFromQueue(QueueType.ProgressQueue);
KitchenTableManager.Instance.AddToQueue(item, QueueType.ReadyQueue);
}
SpawnReadyMeal();
}
}
private void SpawnReadyMeal()
{
if (!isFull && KitchenTableManager.Instance.readyQueue.Any())
{
currentItem = KitchenTableManager.Instance.readyQueue.Dequeue();
Spawn();
isFull = true;
}
}
}
}

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@ -1,11 +1,95 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Assets.Logic.Graph
namespace Logic.Graph
{
public class Node : MonoBehaviour
{
public List<Node> Neighbors;
public List<Node> neighbors;
[SerializeField] private float maxRange = 0.5f;
[SerializeField] private bool debug = false;
private int _nodeLayerMask;
private int _tableLayerMask;
private Vector3 _position;
private float _nodeRayMaxLength;
private float _tableRayMaxLength;
private void Start()
{
InitializeNeighbours();
}
private void Update()
{
if (debug)
{
Debug.DrawRay(_position, Vector3.right + new Vector3(maxRange, 0, 0), Color.red);
Debug.DrawRay(_position, Vector3.left + new Vector3(-maxRange, 0, 0), Color.blue);
Debug.DrawRay(_position, Vector3.forward + new Vector3(0, 0, maxRange), Color.green);
Debug.DrawRay(_position, Vector3.back + new Vector3(0, 0, -maxRange), Color.magenta);
Debug.DrawRay(_position, Vector3.right + new Vector3(_tableRayMaxLength, 0, 0), Color.cyan);
Debug.DrawRay(_position, Vector3.left + new Vector3(-_tableRayMaxLength, 0, 0), Color.yellow);
}
}
private void InitializeNeighbours()
{
_nodeLayerMask = LayerMask.GetMask("Node");
_tableLayerMask = LayerMask.GetMask("Table");
_position = gameObject.transform.position;
_nodeRayMaxLength = maxRange * 2;
_tableRayMaxLength = maxRange * 2 + 0.5f;
if (Physics.Raycast(_position, Vector3.left, out var hitLeft, _nodeRayMaxLength, _nodeLayerMask))
{
var nodeCollider = hitLeft.collider.GetComponent<Node>();
if (nodeCollider)
neighbors.Add(nodeCollider);
}
if (Physics.Raycast(_position, Vector3.right, out var hitRight, _nodeRayMaxLength, _nodeLayerMask))
{
var nodeCollider = hitRight.collider.GetComponent<Node>();
if (nodeCollider)
neighbors.Add(nodeCollider);
}
if (Physics.Raycast(_position, Vector3.forward, out var hitTop, _nodeRayMaxLength, _nodeLayerMask))
{
var nodeCollider = hitTop.collider.GetComponent<Node>();
if (nodeCollider)
neighbors.Add(nodeCollider);
}
if (Physics.Raycast(_position, Vector3.back, out var hitBottom, maxRange * 2, _nodeLayerMask))
{
var nodeCollider = hitBottom.collider.GetComponent<Node>();
if (nodeCollider)
neighbors.Add(nodeCollider);
}
if (Physics.Raycast(_position, Vector3.left, out var hitLeftTable, _tableRayMaxLength, _tableLayerMask))
{
var tableCollider = hitLeftTable.collider.GetComponent<CustomerTable>();
if (tableCollider)
neighbors.Add(tableCollider);
var kitchenTableCollider = hitLeftTable.collider.GetComponent<KitchenTable>();
if (kitchenTableCollider)
neighbors.Add(kitchenTableCollider);
}
if (Physics.Raycast(_position, Vector3.right, out var hitRightTable, _tableRayMaxLength, _tableLayerMask))
{
var tableCollider = hitRightTable.collider.GetComponent<CustomerTable>();
if (tableCollider)
neighbors.Add(tableCollider);
var kitchenTableCollider = hitRightTable.collider.GetComponent<KitchenTable>();
if (kitchenTableCollider)
neighbors.Add(kitchenTableCollider);
}
}
}
}

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@ -1,18 +1,50 @@
namespace Assets.Logic.Graph
using Logic.Inventory.Scripts;
using UnityEngine;
namespace Logic.Graph
{
public enum TableState
{
Empty = 0,
WaitingForMenu = 1,
ViewingTheMenu = 2,
WaitingForWaitress = 3,
WaitingForFood = 4,
Eating = 5,
WaitingForPay = 6
}
public class Table : Node
{
public int TableNumber;
public TableState State;
[SerializeField] private GameObject recipePrefab;
[SerializeField] private GameObject moneyPrefab;
[SerializeField] private GameObject spawnPoint;
public ItemObject currentItem;
public int tableNumber;
public bool isFull;
public ItemObject GETRecipe()
{
return currentItem;
}
public void ClearItemObject()
{
Destroy(transform.GetChild(transform.childCount - 1).transform.GetChild(0).gameObject);
isFull = false;
}
protected void Spawn()
{
if (isFull && currentItem != null) return;
var itemObject = new GameObject();
if (currentItem.type == ItemType.Recipe)
{
itemObject = Instantiate(recipePrefab, spawnPoint.transform);
itemObject.transform.localScale = new Vector3(50, 50, 50);
}
else if (currentItem.type == ItemType.Money)
{
itemObject = Instantiate(moneyPrefab, spawnPoint.transform);
itemObject.transform.localScale = new Vector3(500, 500, 500);
}
else if (currentItem.type == ItemType.Food)
{
itemObject = Instantiate(currentItem.foodPrefab, spawnPoint.transform);
itemObject.transform.localScale = new Vector3(200, 200, 200);
itemObject.transform.localPosition = new Vector3(0, 5, 0);
}
isFull = true;
}
}
}

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@ -0,0 +1,14 @@
using Logic.Inventory.Scripts;
using UnityEngine;
namespace Logic.Inventory
{
[CreateAssetMenu(fileName = "New Food Object", menuName = "Inventory/Items/Food")]
public class FoodObject : ItemObject
{
public void Awake()
{
type = ItemType.Food;
}
}
}

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@ -0,0 +1,24 @@
namespace Logic.Inventory
{
public enum IngredientType
{
Type_I,
Type_II,
Type_III
}
public enum AllergenType
{
Allergen_I,
Allergen_II,
Allergen_III
}
[System.Serializable]
public struct ItemIngredient
{
public string ingredientName;
public IngredientType type;
public AllergenType allergen;
}
}

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@ -0,0 +1,26 @@
using System.Collections.Generic;
using UnityEngine;
public enum ItemType
{
Food,
Recipe,
Money
}
namespace Logic.Inventory.Scripts
{
public abstract class ItemObject : ScriptableObject
{
public GameObject foodPrefab;
public Sprite foodIcon;
public Sprite recipeIcon;
public Sprite moneyIcon;
public ItemType type;
public int forTable;
public string itemName;
public int cost;
public int kcal;
public List<ItemIngredient> ingredients;
}
}

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@ -0,0 +1,64 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Logic.Inventory.Scripts
{
public class WaitressInventory : MonoBehaviour
{
#region Singleton
public static WaitressInventory instance;
private void Awake()
{
instance = this;
}
#endregion
[SerializeField]
private List<ItemObject> container = new List<ItemObject>();
private int maxSize = 4;
public bool AddItem(ItemObject itemObject)
{
if (container.Count < maxSize)
{
container.Add(itemObject);
UIManager.Instance.uiInventoryManager.Add(itemObject);
return true;
}
return false;
}
public List<ItemObject> GetRecipes()
{
var recipes = new List<ItemObject>();
foreach (ItemObject item in container.ToList())
{
if (item.type == ItemType.Recipe)
{
recipes.Add(item);
UIManager.Instance.uiInventoryManager.Remove(item);
container.Remove(item);
}
}
return recipes;
}
public ItemObject GETMealForTable(int tableId)
{
ItemObject item = container
.SingleOrDefault(x => x.forTable == tableId && x.type == ItemType.Food);
return item;
}
public void RemoveItem(ItemObject itemObject)
{
UIManager.Instance.uiInventoryManager.Remove(itemObject);
container.Remove(itemObject);
}
}
}

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@ -0,0 +1,54 @@
using System.Collections.Generic;
using System.Linq;
using Logic.Graph;
using Logic.Inventory.Scripts;
using Logic.UI;
using UnityEngine;
namespace Logic
{
public class KitchenTableManager: MonoBehaviour
{
#region Singleton
public static KitchenTableManager Instance;
private void Awake()
{
Instance = this;
kitchenTables = GetComponentsInChildren<KitchenTable>().ToList();
}
#endregion
[SerializeField] private List<KitchenTable> kitchenTables;
public Queue<ItemObject> inProgressQueue = new Queue<ItemObject>();
public Queue<ItemObject> readyQueue = new Queue<ItemObject>();
public void AddToQueue(ItemObject item, QueueType type)
{
if (type == QueueType.ProgressQueue)
{
UIManager.Instance.uiQueueManager.Add(item, QueueType.ProgressQueue);
inProgressQueue.Enqueue(item);
}
else
{
UIManager.Instance.uiQueueManager.Add(item, QueueType.ReadyQueue);
readyQueue.Enqueue(item);
}
}
public ItemObject RemoveFromQueue(QueueType type)
{
if (type == QueueType.ProgressQueue)
{
UIManager.Instance.uiQueueManager.Remove(QueueType.ProgressQueue);
return inProgressQueue.Dequeue();
}
UIManager.Instance.uiQueueManager.Remove(QueueType.ReadyQueue);
return readyQueue.Dequeue();
}
}
}

View File

@ -1,7 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using Assets.Logic.Graph;
using Assets.Logic.Agent;
using Logic.Graph;
using UnityEngine;
using UnityEngine.UI;
@ -23,7 +22,7 @@ namespace Assets.Logic
private void DrawGizmosFrom(Node from, List<Node> without)
{
foreach (var x in from.Neighbors.Where(x=>!without.Contains(x)))
foreach (var x in from.neighbors.Where(x=>!without.Contains(x)))
{
Gizmos.color = Color.blue;
Gizmos.DrawLine(from.transform.position, x.transform.position);
@ -31,7 +30,7 @@ namespace Assets.Logic
if(!(x is Table)) without.Add(x);
DrawGizmosFrom(x, without);
}
foreach (var x in from.Neighbors.Where(x => without.Contains(x)))
foreach (var x in from.neighbors.Where(x => without.Contains(x)))
{
Gizmos.color = Color.blue;
Gizmos.DrawLine(from.transform.position, x.transform.position);
@ -41,8 +40,8 @@ namespace Assets.Logic
private void OnDrawGizmos()
{
if(Map.Count>0)
DrawGizmosFrom(Map.First(), new List<Node>());
// if(Map.Count>0)
// DrawGizmosFrom(Map.First(), new List<Node>());
}
}

View File

@ -0,0 +1,39 @@
using Logic.Inventory.Scripts;
using UnityEngine;
namespace Logic.UI
{
public class UIInventoryManager : MonoBehaviour
{
[SerializeField] private UIInventorySlot[] inventorySlots;
private void Start()
{
inventorySlots = GetComponentsInChildren<UIInventorySlot>();
}
public void Add(ItemObject itemObject)
{
foreach (UIInventorySlot inventorySlot in inventorySlots)
{
if (!inventorySlot.isFull)
{
inventorySlot.AddItem(itemObject);
break;
}
}
}
public void Remove(ItemObject itemObject)
{
foreach (UIInventorySlot inventorySlot in inventorySlots)
{
if (inventorySlot.isFull && inventorySlot.itemObject.Equals(itemObject))
{
inventorySlot.ClearSlot();
break;
}
}
}
}
}

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@ -0,0 +1,45 @@
using Logic.Inventory.Scripts;
using UnityEngine;
using UnityEngine.UI;
namespace Logic.UI
{
public class UIInventorySlot : MonoBehaviour
{
[SerializeField] private Image icon;
public ItemObject itemObject;
public bool isFull;
public void AddItem(ItemObject newItem)
{
itemObject = newItem;
SetIcon(newItem);
isFull = true;
}
public void ClearSlot()
{
itemObject = null;
icon.sprite = null;
icon.enabled = false;
isFull = false;
}
private void SetIcon(ItemObject newItem)
{
if (newItem.type == ItemType.Food)
{
icon.sprite = newItem.foodIcon;
}
else if (newItem.type == ItemType.Recipe)
{
icon.sprite = newItem.recipeIcon;
}
else
{
icon.sprite = newItem.moneyIcon;
}
icon.enabled = true;
}
}
}

View File

@ -0,0 +1,32 @@
using Logic.Inventory.Scripts;
using UnityEngine;
namespace Logic.UI
{
public class UIQueue : MonoBehaviour
{
[SerializeField] private UIInventorySlot uiInventorySlot;
public GameObject queueWrapper;
private void Start()
{
foreach (var child in queueWrapper.GetComponentsInChildren<UIInventorySlot>())
{
Destroy(child.gameObject);
}
}
public void Add(ItemObject item)
{
UIInventorySlot uiQueueSlot = Instantiate(uiInventorySlot) as UIInventorySlot;
uiQueueSlot.transform.SetParent(queueWrapper.transform, false);
uiQueueSlot.AddItem(item);
Canvas.ForceUpdateCanvases();
}
public void Remove()
{
Destroy(queueWrapper.GetComponentsInChildren<UIInventorySlot>()[0].gameObject);
}
}
}

View File

@ -0,0 +1,37 @@
using Logic.Inventory.Scripts;
using UnityEngine;
namespace Logic.UI
{
public enum QueueType
{
ReadyQueue,
ProgressQueue
}
public class UIQueueManager : MonoBehaviour
{
[SerializeField] private UIQueue readyUIQueue;
[SerializeField] private UIQueue progressUIQueue;
public void Add(ItemObject item, QueueType type)
{
if (type == QueueType.ProgressQueue)
{
progressUIQueue.Add(item);
return;
}
readyUIQueue.Add(item);
}
public void Remove(QueueType type)
{
if (type == QueueType.ProgressQueue)
{
progressUIQueue.Remove();
return;
}
readyUIQueue.Remove();
}
}
}

View File

@ -0,0 +1,12 @@
using UnityEngine;
using UnityEngine.UI;
namespace Logic.UI
{
public class UITableComponent : MonoBehaviour
{
public Text tableValue;
public Text statusValue;
public UIInventorySlot inventorySlot;
}
}

View File

@ -0,0 +1,44 @@
using System.Collections.Generic;
using System.Linq;
using Logic.Graph;
using Logic.Inventory.Scripts;
using UnityEngine;
namespace Logic.UI
{
public class UITableManager : MonoBehaviour
{
private void Awake()
{
_tableUIComponents = gameObject.transform.GetComponentsInChildren<UITableComponent>().ToList();
int i = 0;
foreach (UITableComponent component in _tableUIComponents)
{
component.tableValue.text = i.ToString();
component.statusValue.text = TableState.Empty.ToString();
i++;
}
}
private List<UITableComponent> _tableUIComponents;
public void ChangeStatus(int tableNumber, TableState state)
{
if (tableNumber >= 0 && tableNumber <= _tableUIComponents.Count)
{
_tableUIComponents[tableNumber].statusValue.text = state.ToString();
}
}
public void ChangeItem(int tableNumber, ItemObject itemObject)
{
if (tableNumber >= 0 && tableNumber <= 8)
{
_tableUIComponents[tableNumber].inventorySlot.ClearSlot();
if (itemObject == null)
return;
_tableUIComponents[tableNumber].inventorySlot.AddItem(itemObject);
}
}
}
}

24
Assets/Logic/UIManager.cs Normal file
View File

@ -0,0 +1,24 @@
using Logic.UI;
using UnityEngine;
namespace Logic
{
public class UIManager : MonoBehaviour
{
#region Singleton
public static UIManager Instance;
private void Awake()
{
Instance = this;
}
#endregion
public Canvas canvas;
public UITableManager uiTableManager;
public UIQueueManager uiQueueManager;
public UIInventoryManager uiInventoryManager;
}
}

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m_Name:

View File

@ -3,7 +3,12 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- TableStatusUI
- UITableNumber
- UITableStatus
- UIKitchenQueue
- KitchenQueue
layers:
- Default
- TransparentFX
@ -12,8 +17,8 @@ TagManager:
- Water
- UI
- Walls
-
-
- Node
- Table
-
-
-