Merge pull request 'stworzenie projektu, srodowiska, agenta' (#2) from WB into master
Reviewed-on: #2
This commit is contained in:
commit
c6d985c53e
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Assembly-CSharp.csproj
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<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Security.Cryptography.X509Certificates.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.Principal">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Security.Principal.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Security.SecureString">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Security.SecureString.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.Encoding">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Text.Encoding.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.Encoding.Extensions">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Text.Encoding.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.RegularExpressions">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Text.RegularExpressions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Overlapped">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.Overlapped.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.Tasks.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks.Parallel">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.Tasks.Parallel.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Thread">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.Thread.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.ThreadPool">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.ThreadPool.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Timer">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Threading.Timer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ValueTuple">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.ValueTuple.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.ReaderWriter">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.ReaderWriter.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XDocument">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XmlDocument">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XmlDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XmlSerializer">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XmlSerializer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XPath">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XPath.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XPath.XDocument">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netstandard\System.Xml.XPath.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Numerics.Vectors">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\Extensions\2.0.0\System.Numerics.Vectors.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Runtime.InteropServices.WindowsRuntime">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\Extensions\2.0.0\System.Runtime.InteropServices.WindowsRuntime.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="mscorlib">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\mscorlib.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ComponentModel.Composition">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.ComponentModel.Composition.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Core">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Core.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Data">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Data.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Drawing">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Drawing.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.IO.Compression.FileSystem">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.IO.Compression.FileSystem.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Net">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Net.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Numerics">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Numerics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Runtime.Serialization">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Runtime.Serialization.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ServiceModel.Web">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.ServiceModel.Web.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Transactions">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Transactions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Web">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Web.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Windows">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Windows.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.Linq">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.Linq.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.Serialization">
|
||||
<HintPath>C:\Program Files\Unity\Hub\Editor\2020.2.7f1\Editor\Data\NetStandard\compat\2.0.0\shims\netfx\System.Xml.Serialization.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VSCode.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.VSCode.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.TextMeshPro.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VisualStudio.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.VisualStudio.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.Timeline.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Timeline">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.Timeline.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.TextMeshPro">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.TextMeshPro.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.UI">
|
||||
<HintPath>Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Rider.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.Rider.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Target Name="GenerateTargetFrameworkMonikerAttribute" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
8
Assets/Logic.meta
Normal file
8
Assets/Logic.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a3398db5c7f86f408b4eca0a1c95e11
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Logic/Agent.meta
Normal file
8
Assets/Logic/Agent.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d93bee341e6063b4ca7cbd801997ff18
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
230
Assets/Logic/Agent/Agent.cs
Normal file
230
Assets/Logic/Agent/Agent.cs
Normal file
@ -0,0 +1,230 @@
|
||||
using Assets.Logic.Graph;
|
||||
using Assets.Logic.Utils;
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.Logic.Agent
|
||||
{
|
||||
public class Agent : MonoBehaviour
|
||||
{
|
||||
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))
|
||||
{
|
||||
switch (table.State)
|
||||
{
|
||||
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;
|
||||
}
|
||||
SceneContext.Instance.text2.text = table.State.ToString();
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.Escape) && previousNode != null)
|
||||
{
|
||||
SceneContext.Instance.text1.text = string.Empty;
|
||||
SceneContext.Instance.text2.text = string.Empty;
|
||||
StartCoroutine(RunToAnotherNode(previousNode));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.UpArrow))
|
||||
{
|
||||
if (transform.rotation.eulerAngles.y.IsEq(0,1))
|
||||
{
|
||||
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))
|
||||
{
|
||||
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))
|
||||
{
|
||||
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 =>
|
||||
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
|
||||
x.transform.position.x < ActualNode.transform.position.x);
|
||||
if (node != null) StartCoroutine(RunToAnotherNode(node));
|
||||
}
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.DownArrow))
|
||||
{
|
||||
if (transform.rotation.eulerAngles.y.IsEq(0, 1))
|
||||
{
|
||||
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))
|
||||
{
|
||||
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))
|
||||
{
|
||||
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 =>
|
||||
x.transform.position.z.IsEq(ActualNode.transform.position.z) &&
|
||||
x.transform.position.x > ActualNode.transform.position.x);
|
||||
if (node != null) StartCoroutine(RunToAnotherNode(node));
|
||||
}
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.RightArrow))
|
||||
{
|
||||
if (transform.rotation.eulerAngles.y.IsEq(0, 1))
|
||||
{
|
||||
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(180, 1))
|
||||
{
|
||||
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(90, 1))
|
||||
{
|
||||
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 =>
|
||||
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
|
||||
x.transform.position.z > ActualNode.transform.position.z);
|
||||
if (node != null) StartCoroutine(RunToAnotherNode(node));
|
||||
}
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.LeftArrow))
|
||||
{
|
||||
if (transform.rotation.eulerAngles.y.IsEq(0, 1))
|
||||
{
|
||||
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(180, 1))
|
||||
{
|
||||
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(90, 1))
|
||||
{
|
||||
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 =>
|
||||
x.transform.position.x.IsEq(ActualNode.transform.position.x) &&
|
||||
x.transform.position.z < ActualNode.transform.position.z);
|
||||
if (node != null) StartCoroutine(RunToAnotherNode(node));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator RunToAnotherNode(Node destination)
|
||||
{
|
||||
canMove = false;
|
||||
var location = destination.GetComponent<Transform>().position;
|
||||
|
||||
var targetPoint = new Vector3(location.x, transform.position.y, location.z) - transform.position;
|
||||
var targetRotation = Quaternion.LookRotation(targetPoint, Vector3.up);
|
||||
float i = 0;
|
||||
while (targetRotation.eulerAngles != transform.rotation.eulerAngles && i <= 1)
|
||||
{
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, i);
|
||||
yield return new WaitForEndOfFrame();
|
||||
i += Time.deltaTime;
|
||||
}
|
||||
i = 1;
|
||||
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))
|
||||
{
|
||||
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
|
||||
{
|
||||
SceneContext.Instance.text1.text = table.TableNumber.ToString();
|
||||
SceneContext.Instance.text2.text = table.State.ToString();
|
||||
}
|
||||
previousNode = ActualNode;
|
||||
ActualNode = destination;
|
||||
canMove = true;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Logic/Agent/Agent.cs.meta
Normal file
11
Assets/Logic/Agent/Agent.cs.meta
Normal file
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Assets/Logic/Graph.meta
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Assets/Logic/Graph/Node.cs
Normal file
11
Assets/Logic/Graph/Node.cs
Normal file
@ -0,0 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.Logic.Graph
|
||||
{
|
||||
public class Node : MonoBehaviour
|
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{
|
||||
public List<Node> Neighbors;
|
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}
|
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}
|
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Normal file
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Assets/Logic/Graph/Table.cs
Normal file
18
Assets/Logic/Graph/Table.cs
Normal file
@ -0,0 +1,18 @@
|
||||
namespace Assets.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;
|
||||
}
|
||||
}
|
11
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49
Assets/Logic/SceneContext.cs
Normal file
49
Assets/Logic/SceneContext.cs
Normal file
@ -0,0 +1,49 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Assets.Logic.Graph;
|
||||
using Assets.Logic.Agent;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Assets.Logic
|
||||
{
|
||||
public class SceneContext : MonoBehaviour
|
||||
{
|
||||
public List<Node> Map;
|
||||
public Agent.Agent WaitressAgent;
|
||||
public static SceneContext Instance;
|
||||
public Text text1, text2;
|
||||
|
||||
void Start()
|
||||
{
|
||||
Instance = this;
|
||||
Application.targetFrameRate = 144;
|
||||
Map = GetComponentsInChildren<Node>().ToList();
|
||||
}
|
||||
|
||||
private void DrawGizmosFrom(Node from, List<Node> without)
|
||||
{
|
||||
foreach (var x in from.Neighbors.Where(x=>!without.Contains(x)))
|
||||
{
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawLine(from.transform.position, x.transform.position);
|
||||
Gizmos.DrawSphere(from.transform.position,0.1f);
|
||||
if(!(x is Table)) without.Add(x);
|
||||
DrawGizmosFrom(x, without);
|
||||
}
|
||||
foreach (var x in from.Neighbors.Where(x => without.Contains(x)))
|
||||
{
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawLine(from.transform.position, x.transform.position);
|
||||
Gizmos.DrawSphere(from.transform.position,0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if(Map.Count>0)
|
||||
DrawGizmosFrom(Map.First(), new List<Node>());
|
||||
}
|
||||
|
||||
}
|
||||
}
|
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Assets/Logic/Utils/FloatComparer.cs
Normal file
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Normal file
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|
||||
using System;
|
||||
|
||||
namespace Assets.Logic.Utils
|
||||
{
|
||||
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|
||||
{
|
||||
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|
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}
|
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|
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Normal file
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6
ProjectSettings/ClusterInputManager.asset
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30
ProjectSettings/EditorSettings.asset
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43
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56
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||||
m_CollabEditorSettings:
|
||||
inProgressEnabled: 1
|
10
ProjectSettings/XRSettings.asset
Normal file
10
ProjectSettings/XRSettings.asset
Normal file
@ -0,0 +1,10 @@
|
||||
{
|
||||
"m_SettingKeys": [
|
||||
"VR Device Disabled",
|
||||
"VR Device User Alert"
|
||||
],
|
||||
"m_SettingValues": [
|
||||
"False",
|
||||
"False"
|
||||
]
|
||||
}
|
Loading…
Reference in New Issue
Block a user