pathfinding_v4 #4

Merged
s452618 merged 5 commits from pathfinding_v4 into master 2021-04-21 11:19:28 +02:00
182 changed files with 4203 additions and 1398 deletions

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using System.Collections;
using System.Linq;
using Logic.Graph;
using Logic.Utils;
using UnityEngine;
namespace 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 (table is KitchenTable kitchenTable)
{
if (Input.GetKeyDown(KeyCode.Space))
{
kitchenTable.HandleSpace();
}
}
if (table is CustomerTable customerTable)
{
if (Input.GetKeyDown(KeyCode.Space))
{
customerTable.HandleSpaceClick();
}
}
if (Input.GetKeyDown(KeyCode.Escape) && _previousNode != null)
{
StartCoroutine(RunToAnotherNode(_previousNode));
}
}
else
{
if (Input.GetKeyDown(KeyCode.UpArrow))
{
if (transform.rotation.eulerAngles.y.IsEq(0,2))
{
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, 2))
{
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, 2))
{
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, 2))
{
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);
}
_previousNode = actualNode;
actualNode = destination;
_canMove = true;
}
}
}

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@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Logic.Agent;
namespace Assets.Logic.Agent
{
public class FringeNodes
{
public FringeNodes(State state)
{
State = state;
}
public State State;
public FringeNodes Parent;
public AgentAction Action;
}
}

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@ -0,0 +1,120 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Assets.Logic.Agent;
using Logic.Graph;
using UnityEngine;
namespace Logic.Agent
{
public class PathFinder : MonoBehaviour
{
public Stack<AgentAction> GraphSearch(Queue<FringeNodes> fringe, HashSet<FringeNodes> explored, State iState, State goalState)
{
Stack<AgentAction> stack = new Stack<AgentAction>();
fringe.Enqueue(new FringeNodes(iState));
while (fringe.Count != 0)
{
var elem = fringe.Dequeue();
if (goalTest(elem.State, goalState))
{
while (!elem.State.Equals(iState))
{
elem.State.AgentPosition.MarkAsPath();
stack.Push(elem.Action);
elem = elem.Parent;
}
return stack;
}
explored.Add(elem);
foreach (var successor in Succ(elem.State))
{
if (fringe.Any(z =>
z.State.Equals(successor.Item1)) || explored.Any(z => z.State.Equals(successor.Item1)))
continue;
var x = new FringeNodes(successor.Item1) {Parent = elem, Action = successor.Item2};
fringe.Enqueue(x);
}
}
return stack;
}
private List<Tuple<State, AgentAction>> Succ(State currentState)
{
var tupleList = new List<Tuple<State, AgentAction>>();
//akcja obrot w lewo
if (!(currentState.AgentPosition is Table))
{
var stateLeft = new State();
stateLeft.AgentPosition = currentState.AgentPosition;
switch (currentState.AgentRotation)
{
case Rotation.Left:
stateLeft.AgentRotation = Rotation.Bottom;
break;
case Rotation.Right:
stateLeft.AgentRotation = Rotation.Top;
break;
case Rotation.Top:
stateLeft.AgentRotation = Rotation.Left;
break;
case Rotation.Bottom:
stateLeft.AgentRotation = Rotation.Right;
break;
}
tupleList.Add(new Tuple<State, AgentAction>(stateLeft, AgentAction.Left));
}
//akcja obrot w prawo
if (!(currentState.AgentPosition is Table))
{
var stateRight = new State();
stateRight.AgentPosition = currentState.AgentPosition;
switch (currentState.AgentRotation)
{
case Rotation.Left:
stateRight.AgentRotation = Rotation.Top;
break;
case Rotation.Right:
stateRight.AgentRotation = Rotation.Bottom;
break;
case Rotation.Top:
stateRight.AgentRotation = Rotation.Right;
break;
case Rotation.Bottom:
stateRight.AgentRotation = Rotation.Left;
break;
default:
throw new ArgumentOutOfRangeException();
}
tupleList.Add(new Tuple<State, AgentAction>(stateRight, AgentAction.Right));
}
//akcja do przodu
var stateGoForward = new State();
stateGoForward.AgentRotation = currentState.AgentRotation;
var node = currentState.AgentPosition.FindNode(currentState.AgentRotation);
if (node != null)
{
stateGoForward.AgentPosition = node;
tupleList.Add(new Tuple<State, AgentAction>(stateGoForward, AgentAction.GoForward));
}
return tupleList;
}
private bool goalTest(State actualState, State goalState)
{
return actualState.Equals(goalState);
}
}
}

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@ -0,0 +1,3 @@
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@ -0,0 +1,25 @@
using Logic.Graph;
using System;
namespace Assets.Logic.Agent
{
public enum Rotation
{
Left = 0,
Right = 1,
Top = 2,
Bottom = 3
}
public class State
{
public Rotation AgentRotation;
public Node AgentPosition;
public override bool Equals(object obj)
{
if (obj == null) return false;
var state = (State) obj;
return AgentPosition == state.AgentPosition && AgentRotation == state.AgentRotation;
}
}
}

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@ -0,0 +1,201 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using Assets.Logic.Agent;
using Logic.Graph;
using UnityEngine;
using Debug = UnityEngine.Debug;
namespace Logic.Agent
{
public enum AgentAction
{
Left = 0,
Right = 1,
GoForward = 2
}
public class Waitress : MonoBehaviour
{
//[SerializeField] private Node currentNode;
public Node StartNode;
[SerializeField] private bool isFollowingPath;
[SerializeField] private bool canMove = true;
//private Node _previousNode;
private State _currentState;
private State _previousState;
private PathFinder _pathFinder;
void Awake()
{
_pathFinder = GetComponent<PathFinder>();
_currentState = new State();
_currentState.AgentPosition = StartNode;
_currentState.AgentRotation = Rotation.Top;
_previousState = new State();
_previousState.AgentPosition = StartNode;
_previousState.AgentRotation = Rotation.Top;
}
void Update()
{
if (!canMove) return;
if (_currentState.AgentPosition is Table table)
{
if (table is KitchenTable kitchenTable)
{
if (Input.GetKeyDown(KeyCode.Space))
{
kitchenTable.HandleSpaceClick();
}
}
if (table is CustomerTable customerTable)
{
if (Input.GetKeyDown(KeyCode.Space))
{
customerTable.HandleSpaceClick();
}
}
}
}
public void GoToNode(Table table)
{
if (isFollowingPath) return;
isFollowingPath = true;
if (_currentState.AgentPosition is Table && _previousState != null)
{
_currentState.AgentPosition = _previousState.AgentPosition;
}
var goalState = new State();
goalState.AgentPosition = table;
goalState.AgentRotation = Rotation.Right;
Stack<AgentAction> actions = _pathFinder.GraphSearch(new Queue<FringeNodes>(), new HashSet<FringeNodes>(),
_currentState, goalState);
if (actions.Count > 0)
{
StartCoroutine(ExecuteActions(actions));
}
}
private IEnumerator ExecuteActions(Stack<AgentAction> actions)
{
while (actions.Count > 0)
{
if (canMove)
{
_currentState.AgentPosition.ClearPathMark();
var action = actions.Pop();
switch (action)
{
case AgentAction.Left:
StartCoroutine(RotateLeft());
_previousState.AgentRotation = _currentState.AgentRotation;
_currentState.AgentRotation = _currentState.AgentRotation == Rotation.Left
?
Rotation.Bottom
: _currentState.AgentRotation == Rotation.Bottom
? Rotation.Right
: _currentState.AgentRotation == Rotation.Right
? Rotation.Top
: Rotation.Left;
break;
case AgentAction.Right:
StartCoroutine(RotateRight());
_previousState.AgentRotation = _currentState.AgentRotation;
_currentState.AgentRotation = _currentState.AgentRotation == Rotation.Left
?
Rotation.Top
: _currentState.AgentRotation == Rotation.Top
? Rotation.Right
: _currentState.AgentRotation == Rotation.Right
? Rotation.Bottom
: Rotation.Left;
break;
case AgentAction.GoForward:
StartCoroutine(
RunToAnotherNode(_currentState.AgentPosition.FindNode(_currentState.AgentRotation)));
break;
}
//node.Item2?.Invoke();
}
yield return new WaitForEndOfFrame();
}
isFollowingPath = false;
}
private IEnumerator RotateLeft()
{
canMove = false;
transform.Rotate(new Vector3(0, -90, 0), Space.World);
var targetRotation = transform.rotation;
transform.Rotate(new Vector3(0, 90, 0), Space.World);
var startRotation = transform.rotation;
float i = 0;
while (i <= 1)
{
transform.rotation = Quaternion.Slerp(startRotation, targetRotation, i);
yield return new WaitForEndOfFrame();
i += Time.deltaTime*3;
}
transform.rotation = targetRotation;
canMove = true;
}
private IEnumerator RotateRight()
{
canMove = false;
transform.Rotate(new Vector3(0, 90, 0), Space.World);
var targetRotation = transform.rotation;
transform.Rotate(new Vector3(0, -90, 0), Space.World);
var startRotation = transform.rotation;
float i = 0;
while (i <= 1)
{
Debug.Log(i);
transform.rotation = Quaternion.Slerp(startRotation, targetRotation, i);
yield return new WaitForEndOfFrame();
i += Time.deltaTime*3;
}
transform.rotation = targetRotation;
canMove = true;
}
private IEnumerator RunToAnotherNode(Node destination)
{
canMove = false;
if (destination is Table)
{
_previousState.AgentPosition = _currentState.AgentPosition;
_currentState.AgentPosition = destination;
canMove = true;
yield break;
}
var location = destination.GetComponent<Transform>().position;
float i = 0;
var y = transform.position.y;
var startPosition = transform.position;
while (i <= 1 && transform.position != new Vector3(location.x, transform.position.y, location.z))
{
transform.position = Vector3.Slerp(startPosition,
new Vector3(location.x, y, location.z), i);
yield return new WaitForEndOfFrame();
i += Time.deltaTime*3;
}
transform.position = new Vector3(location.x, transform.position.y, location.z);
_previousState.AgentPosition = _currentState.AgentPosition;
_currentState.AgentPosition = destination;
canMove = true;
}
}
}

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@ -4,20 +4,13 @@ using JetBrains.Annotations;
using Logic.Data;
using UnityEngine;
namespace Logic.Inventory
namespace Logic.Agent
{
public class WaitressInventory : MonoBehaviour
{
public static WaitressInventory Instance;
private void Awake()
{
Instance = this;
}
[SerializeField] private List<Item> container = new List<Item>();
private int maxSize = 4;
public bool AddItem(Item item)
{

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@ -0,0 +1,46 @@
using System.Collections.Generic;
using Logic.Agent;
using Logic.Data;
using Logic.Graph;
using UnityEngine;
namespace Logic
{
public class AgentManager: MonoBehaviour
{
public static AgentManager Instance;
[SerializeField] private Waitress waitress;
[SerializeField] private WaitressInventory inventory;
private void Awake()
{
Instance = this;
}
public void GoToNode(Table table)
{
waitress.GoToNode(table);
}
public bool AddItem(Item item)
{
return inventory.AddItem(item);
}
public List<Recipe> GetRecipes()
{
return inventory.GetRecipes();
}
public Food GETMealForTable(int tableId)
{
return inventory.GETMealForTable(tableId);
}
public void RemoveItem(Item item)
{
inventory.RemoveItem(item);
}
}
}

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@ -0,0 +1,3 @@
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@ -1,4 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@ -34,8 +33,18 @@ namespace Logic
{
StartCoroutine(HandleCustomerSpawn(customerSpawnTime));
}
public CustomerTable GETTable(int index)
{
return customerTables[index];
}
public Recipe GetRandomRecipe()
{
return availableRecipes[Random.Range(0, availableRecipes.Count)];
}
IEnumerator HandleCustomerSpawn(int secs)
private IEnumerator HandleCustomerSpawn(int secs)
{
while (true)
{
@ -52,10 +61,5 @@ namespace Logic
yield return new WaitForSeconds(secs);
}
}
public Recipe GetRandomRecipe()
{
return availableRecipes[Random.Range(0, availableRecipes.Count)];
}
}
}

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@ -1,6 +1,6 @@
using System.Collections;
using Logic.Agent;
using Logic.Data;
using Logic.Inventory;
using UnityEngine;
namespace Logic.Graph
@ -76,7 +76,7 @@ namespace Logic.Graph
if (item == null) return;
item.tableNumber = tableNumber;
bool isSuccess = WaitressInventory.Instance.AddItem(item);
bool isSuccess = AgentManager.Instance.AddItem(item);
if (isSuccess)
{
ClearItemObject();
@ -90,12 +90,12 @@ namespace Logic.Graph
private void HandleFoodDelivery()
{
Food food = WaitressInventory.Instance.GETMealForTable(tableNumber);
Food food = AgentManager.Instance.GETMealForTable(tableNumber);
if (food != null)
{
CurrentItem = food;
Spawn();
WaitressInventory.Instance.RemoveItem(food);
AgentManager.Instance.RemoveItem(food);
_eatMealCoroutine = StartCoroutine(HandleEatMeal(3));
state = TableState.Eating;
UIManager.Instance.uiTableManager

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@ -2,8 +2,8 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Logic.Agent;
using Logic.Data;
using Logic.Inventory;
using Logic.UI;
using UnityEngine;
@ -18,9 +18,9 @@ namespace Logic.Graph
StartCoroutine(PrepareMeal());
}
public void HandleSpace()
public void HandleSpaceClick()
{
List<Recipe> recipes = WaitressInventory.Instance.GetRecipes();
List<Recipe> recipes = AgentManager.Instance.GetRecipes();
foreach (Recipe recipe in recipes)
{
KitchenTableManager.Instance.AddToQueue(recipe, QueueType.ProgressQueue);
@ -28,7 +28,7 @@ namespace Logic.Graph
if (IsFull)
{
bool isSuccess = WaitressInventory.Instance.AddItem(CurrentItem);
bool isSuccess = AgentManager.Instance.AddItem(CurrentItem);
if (isSuccess)
{
ClearItemObject();

View File

@ -1,3 +1,11 @@
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@ -1,10 +1,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Assets.Logic.Agent;
using Logic.Utils;
using UnityEngine;
namespace Logic.Graph
{
public class Node : MonoBehaviour
{
public Material nodeMat;
public Material pathMat;
public List<Node> neighbors;
[SerializeField] private float maxRange = 0.5f;
[SerializeField] private bool debug = false;
@ -14,9 +20,11 @@ namespace Logic.Graph
private Vector3 _position;
private float _nodeRayMaxLength;
private float _tableRayMaxLength;
private Renderer _renderer;
private void Start()
{
_renderer = GetComponent<Renderer>();
InitializeNeighbours();
}
@ -33,6 +41,22 @@ namespace Logic.Graph
Debug.DrawRay(_position, Vector3.left + new Vector3(-_tableRayMaxLength, 0, 0), Color.yellow);
}
}
public void MarkAsPath()
{
if (!gameObject.CompareTag("Table"))
{
_renderer.material = pathMat;
}
}
public void ClearPathMark()
{
if (!gameObject.CompareTag("Table"))
{
_renderer.material = nodeMat;
}
}
private void InitializeNeighbours()
{
@ -90,6 +114,31 @@ namespace Logic.Graph
neighbors.Add(kitchenTableCollider);
}
}
public Node FindNode(Rotation agentRotation)
{
switch (agentRotation)
{
case Rotation.Left:
return neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(transform.position.z) &&
x.transform.position.x.IsEq(transform.position.x - 1));
case Rotation.Right:
return neighbors.FirstOrDefault(x =>
x.transform.position.z.IsEq(transform.position.z) &&
x.transform.position.x.IsEq(transform.position.x + 1));
case Rotation.Top:
return neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(transform.position.x) &&
x.transform.position.z.IsEq(transform.position.z + 1.25f));
case Rotation.Bottom:
return neighbors.FirstOrDefault(x =>
x.transform.position.x.IsEq(transform.position.x) &&
x.transform.position.z.IsEq(transform.position.z - 1.25f));
default:
return null;
}
}
}
}

View File

@ -1,8 +0,0 @@
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View File

@ -18,6 +18,11 @@ namespace Logic
Instance = this;
kitchenTable = GetComponentInChildren<KitchenTable>();
}
public KitchenTable GETTable()
{
return kitchenTable;
}
public void AddToQueue(Item item, QueueType type)
{

View File

@ -1,3 +1,11 @@
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View File

@ -9,7 +9,6 @@ namespace Logic
public class SceneContext : MonoBehaviour
{
public List<Node> map;
public Agent.Agent waitressAgent;
public static SceneContext Instance;
void Start()
@ -19,8 +18,6 @@ namespace Logic
map = GetComponentsInChildren<Node>().ToList();
}
#region Gizmos
private void DrawGizmosFrom(Node from, List<Node> without)
{
foreach (var x in from.neighbors.Where(x=>!without.Contains(x)))
@ -46,7 +43,5 @@ namespace Logic
if(map.Count>0)
DrawGizmosFrom(map.First(), new List<Node>());
}
#endregion
}
}

View File

@ -1,3 +1,8 @@
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View File

@ -1,21 +1,38 @@
using Logic.Data;
using Logic.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Logic.UI
{
public class UIQueue : MonoBehaviour
{
[SerializeField] private UIInventorySlot uiInventorySlot;
[SerializeField] private KitchenTable table;
public GameObject queueWrapper;
// private void Start()
// {
// foreach (var child in queueWrapper.GetComponentsInChildren<UIInventorySlot>())
// {
// Destroy(child.gameObject);
// }
// }
private void Start()
{
foreach (var child in queueWrapper.GetComponentsInChildren<UIInventorySlot>())
{
Destroy(child.gameObject);
}
table = KitchenTableManager.Instance.GETTable();
var button = GetComponentInChildren<Button>();
button.onClick.AddListener( ButtonClick );
}
private void ButtonClick()
{
AgentManager.Instance.GoToNode(table);
}
public void Add(Item item)
{
UIInventorySlot uiQueueSlot = Instantiate(uiInventorySlot, queueWrapper.transform, false);

View File

@ -1,3 +1,4 @@
using Logic.Graph;
using UnityEngine;
using UnityEngine.UI;
@ -8,5 +9,17 @@ namespace Logic.UI
public Text tableValue;
public Text statusValue;
public UIInventorySlot inventorySlot;
public CustomerTable table;
private void Awake()
{
var button = GetComponentInChildren<Button>();
button.onClick.AddListener( ButtonClick );
}
private void ButtonClick()
{
AgentManager.Instance.GoToNode(table);
}
}
}

View File

@ -8,7 +8,7 @@ namespace Logic.UI
{
public class UITableManager : MonoBehaviour
{
private void Awake()
private void Start()
{
_tableUIComponents = gameObject.transform.GetComponentsInChildren<UITableComponent>().ToList();
int i = 0;
@ -16,6 +16,7 @@ namespace Logic.UI
{
component.tableValue.text = i.ToString();
component.statusValue.text = TableState.Empty.ToString();
component.table = CustomerTableManager.Instance.GETTable(i);
i++;
}
}

View File

@ -1,3 +1,11 @@
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