Closes #53 Prison -> Jail, Now Player Can Order Go To Jail NPC, And Bark

This commit is contained in:
IDMhan 2023-11-24 11:15:02 +09:00
parent 1a972a3018
commit 207156cef9
14 changed files with 338 additions and 110 deletions

View File

@ -268,7 +268,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 474660164}
m_TargetAssemblyTypeName: BlueWaterProject.InShipPlayer, Assembly-CSharp
m_MethodName: OrderToPrison
m_MethodName: OrderToJail
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
@ -40035,7 +40035,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
<Toilets>k__BackingField: []
prisonPoint: {fileID: 0}
<Jails>k__BackingField: []
--- !u!1001 &1254663816
PrefabInstance:
m_ObjectHideFlags: 0
@ -54256,7 +54256,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1625123128}
serializedVersion: 2
m_LocalRotation: {x: 0.6753435, y: 0.030742656, z: -0.028196681, w: 0.73632264}
m_LocalRotation: {x: 0.6753435, y: 0.030742353, z: -0.028196404, w: 0.73632264}
m_LocalPosition: {x: 0, y: 0, z: 0.00000047683716}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0

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@ -27,6 +27,30 @@ namespace BlueWaterProject.Type
public InShipMapInfo InShipMapInfo { get; set; }
#region Init
private void Init()
{
agent = GetComponent<NavMeshAgent>();
visaualLook = transform.Find("UnitRoot");
InShipMapInfo = GameObject.Find("InShipMap").GetComponent<InShipMapInfo>();
}
private void InitNatureValue()
{
MotionSickValue = 0;
motionSickMaxValue = Random.Range(100, 1000);
hungerValue = 0;
hungerMaxValue = 100;
diseaseValue = 0;
diseaseMaxValue = 100;
tiredValue = 0;
tiredMaxValue = 100;
betrayalValue = 0;
}
#endregion
protected override void OnEnable()
{
base.OnEnable();
@ -58,8 +82,13 @@ namespace BlueWaterProject.Type
protected override void LateUpdate()
{
base.LateUpdate();
if(stateMachine.CurrentState.GetType() != typeof(UsuallyPointState)) return;
if(MotionSickValue < motionSickMaxValue)
MotionSicking();
}
private void MotionSicking()
{
if (stateMachine.CurrentState.GetType() != typeof(UsuallyPointState)) return;
if (MotionSickValue < motionSickMaxValue)
{
MotionSickValue += 10 * Time.deltaTime;
}
@ -71,27 +100,7 @@ namespace BlueWaterProject.Type
}
}
private void Init()
{
agent = GetComponent<NavMeshAgent>();
visaualLook = transform.Find("UnitRoot");
InShipMapInfo = GameObject.Find("InShipMap").GetComponent<InShipMapInfo>();
}
private void InitNatureValue()
{
MotionSickValue = 0;
motionSickMaxValue = Random.Range(100, 1000);
hungerValue = 0;
hungerMaxValue = 100;
diseaseValue = 0;
diseaseMaxValue = 100;
tiredValue = 0;
tiredMaxValue = 100;
betrayalValue = 0;
}
public void ReleaseFromPrison()
public void ReleaseFromJail()
{
stateMachine.RestorePreviousState();
}
@ -101,10 +110,10 @@ namespace BlueWaterProject.Type
MotionSickValue = 0;
}
public void ChangeStateToOrderToPrison()
public void ChangeStateToOrderToJail()
{
var orderToPrisonState = new OrderToPrisonState(agent, InShipMapInfo);
stateMachine.ChangeState(orderToPrisonState);
var orderToJailState = new OrderToJailState(agent, InShipMapInfo, transform);
stateMachine.ChangeState(orderToJailState);
}
public void ChangeStateToInteraction()

View File

@ -215,10 +215,10 @@ namespace BlueWaterProject
}
public void OrderToPrison()
public void OrderToJail()
{
EndInteraction();
interactionTarget.GetComponent<InShipNpc>().ChangeStateToOrderToPrison();
interactionTarget.GetComponent<InShipNpc>().ChangeStateToOrderToJail();
}
}
}

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@ -10,34 +10,17 @@ namespace BlueWaterProject
public class InShipMapInfo : MonoBehaviour
{
[field: SerializeField] public List<Toilet> Toilets { get; set; }
private GameObject usablePrisonDoor;
public Transform prisonPoint;
[field: SerializeField] public List<Jail> Jails { get; set; }
private void Init()
{
Toilets = new List<Toilet>();
usablePrisonDoor = GameObject.Find("UsablePrisonDoor");
prisonPoint = GameObject.Find("PrisonPoint").transform;
Jails = new List<Jail>();
}
private void Awake()
{
Init();
}
public void OpenPrisonDoor()
{
usablePrisonDoor.SetActive(false);
}
public void ClosePrisonDoor()
{
usablePrisonDoor.SetActive(true);
}
public void AddToilet(Toilet toilet)
{
Toilets.Add(toilet);
}
}
}

View File

@ -24,14 +24,14 @@ namespace BlueWaterProject
{
var toilets = inShipMapInfo.Toilets;
// 화장실을 NPC와의 거리에 따라 정렬합니다.
// 화장실을 NPC와의 거리에 따라 정렬
var sortedToilets = toilets.OrderBy(toilet => Vector3.Distance(agent.transform.position, toilet.transform.position)).ToList();
Toilet availableToilet = null;
foreach (var toilet in sortedToilets)
{
// 사용 가능한 화장실을 찾습니다.
// 사용 가능한 화장실을 찾
if (!toilet.IsUsed)
{
availableToilet = toilet;
@ -42,9 +42,6 @@ namespace BlueWaterProject
// 사용 가능한 화장실이 있는 경우
if (availableToilet != null)
{
agent.SetDestination(availableToilet.transform.position);
agent.stoppingDistance = 0;
isMovingToToilet = true;
targetToilet = availableToilet;
agent.SetDestination(availableToilet.transform.position);
@ -66,13 +63,15 @@ namespace BlueWaterProject
// 도착 여부 확인
if (agent.remainingDistance <= agent.stoppingDistance && !agent.pathPending)
{
// 이동 상태 업데이트
isMovingToToilet = false;
// 도착했다면 화장실 사용
targetToilet.UseToilet();
OnEnterAction?.Invoke();
npcStateMachine.RestorePreviousState();
// 이동 상태 업데이트
isMovingToToilet = false;
}
}
}

View File

@ -39,7 +39,7 @@ namespace BlueWaterProject
}
else
{
// 목적지가 없는 경우, 다른 처리를 수행하거나 그대로 둡니다.
// 목적지가 없는 경우, 다른 처리를 수행하거나 그대로
}
}
else

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@ -0,0 +1,80 @@
using System;
using System.Linq;
using PixelCrushers.DialogueSystem;
using UnityEngine;
using UnityEngine.AI;
namespace BlueWaterProject
{
public class OrderToJailState : INpcState
{
private NavMeshAgent agent;
private InShipMapInfo inShipMapInfo;
private bool isMovingToJail;
private Jail targetJail;
private Transform npcTransform;
public OrderToJailState(NavMeshAgent agent, InShipMapInfo inShipMapInfo, Transform npcTransform)
{
this.agent = agent;
this.inShipMapInfo = inShipMapInfo;
this.npcTransform = npcTransform;
}
public void OnEnter(NpcStateMachine npcStateMachine)
{
var jails = inShipMapInfo.Jails;
var sortedJails = jails.OrderBy(jail => Vector3.Distance(agent.transform.position, jail.transform.position)).ToList();
Jail availableJail = null;
foreach (var jail in sortedJails)
{
if (!jail.IsUsed)
{
availableJail = jail;
break;
}
}
if (availableJail != null)
{
agent.isStopped = true;
isMovingToJail = true;
targetJail = availableJail;
agent.SetDestination(availableJail.transform.position + new Vector3(0,0,1));
agent.stoppingDistance = 0;
agent.speed = 10f;
agent.isStopped = false;
}
else
{
//TODO 감옥이 없거나 꽉 찬 경우를 처리해야함
DialogueManager.Bark("NotJail", npcTransform);
npcStateMachine.RestorePreviousState();
}
}
public void OnUpdate(NpcStateMachine npcStateMachine)
{
if (isMovingToJail)
{
if (agent.remainingDistance <= agent.stoppingDistance)
{
isMovingToJail = false;
targetJail.UseJail();
}
}
}
public void OnExit(NpcStateMachine npcStateMachine)
{
agent.speed = 3.5f;
}
public INpcState Clone()
{
return null;
}
}
}

View File

@ -1,46 +0,0 @@
using System;
using UnityEngine;
using UnityEngine.AI;
namespace BlueWaterProject
{
public class OrderToPrisonState : INpcState
{
private NavMeshAgent agent;
private InShipMapInfo inShipMapInfo;
public OrderToPrisonState(NavMeshAgent agent, InShipMapInfo inShipMapInfo)
{
this.agent = agent;
this.inShipMapInfo = inShipMapInfo;
}
public void OnEnter(NpcStateMachine npcStateMachine)
{
inShipMapInfo.OpenPrisonDoor();
agent.isStopped = true;
agent.destination = inShipMapInfo.prisonPoint.position;
agent.speed = 10f;
agent.isStopped = false;
}
public void OnUpdate(NpcStateMachine npcStateMachine)
{
if (!agent.pathPending && agent.remainingDistance < .5f)
{
inShipMapInfo.ClosePrisonDoor();
agent.speed = 3.5f;
}
}
public void OnExit(NpcStateMachine npcStateMachine)
{
}
public INpcState Clone()
{
return null;
}
}
}

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@ -0,0 +1,32 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BlueWaterProject
{
public class Jail : MonoBehaviour
{
private InShipMapInfo inShipMapInfo;
[field: SerializeField] public bool IsUsed { get; set; }
private void Awake()
{
inShipMapInfo = GameObject.Find("InShipMap").GetComponent<InShipMapInfo>();
inShipMapInfo.Jails.Add(this);
}
public void UseJail()
{
if (IsUsed) return;
IsUsed = true;
}
public void ReleaseJail()
{
if (!IsUsed) return;
IsUsed = false;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a79440a6c863548eda7074095b374c91
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -7,16 +7,16 @@ namespace BlueWaterProject
{
public class Toilet : MonoBehaviour
{
private InShipMapInfo inShipMapInfo;
[field: SerializeField] public bool IsUsed { get; set; }
[SerializeField] private int toiletGauge = 0;
private int toiletMaxGauge = 100;
private InShipMapInfo inShipMapInfo;
private void Awake()
{
inShipMapInfo = GameObject.Find("InShipMap").GetComponent<InShipMapInfo>();
inShipMapInfo.AddToilet(this);
inShipMapInfo.Toilets.Add(this);
}
public Transform UseToilet()
@ -34,7 +34,7 @@ namespace BlueWaterProject
private void ToiletFull()
{
// 화장실이 꽉 찼을 때 이벤트
// TODO 화장실지가 꽉 찼을 때 이벤트
}
IEnumerator ToiletGaugeUp()

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@ -1130,6 +1130,159 @@ MonoBehaviour:
entryGroups: []
canvasScrollPosition: {x: 0, y: 0}
canvasZoom: 0.99149966
- id: 4
fields:
- title: Title
value: NotJail
type: 0
typeString: CustomFieldType_Text
- title: Description
value:
type: 0
typeString: CustomFieldType_Text
- title: Actor
value: -1
type: 5
typeString: CustomFieldType_Actor
- title: Conversant
value: -1
type: 5
typeString: CustomFieldType_Actor
overrideSettings:
useOverrides: 0
overrideSubtitleSettings: 0
showNPCSubtitlesDuringLine: 1
showNPCSubtitlesWithResponses: 1
showPCSubtitlesDuringLine: 0
skipPCSubtitleAfterResponseMenu: 0
subtitleCharsPerSecond: 30
minSubtitleSeconds: 2
continueButton: 0
overrideSequenceSettings: 0
defaultSequence:
defaultPlayerSequence:
defaultResponseMenuSequence:
overrideInputSettings: 0
alwaysForceResponseMenu: 1
includeInvalidEntries: 0
responseTimeout: 0
emTagForOldResponses: 0
emTagForInvalidResponses: 0
cancelSubtitle:
key: 27
buttonName:
cancelConversation:
key: 27
buttonName:
nodeColor:
dialogueEntries:
- id: 0
fields:
- title: Title
value: START
type: 0
typeString:
- title: Description
value:
type: 0
typeString:
- title: Actor
value: -1
type: 5
typeString: CustomFieldType_Actor
- title: Conversant
value: -1
type: 5
typeString: CustomFieldType_Actor
- title: Menu Text
value:
type: 0
typeString:
- title: Dialogue Text
value:
type: 0
typeString:
- title: Sequence
value: None()
type: 0
typeString:
conversationID: 4
isRoot: 0
isGroup: 0
nodeColor:
delaySimStatus: 0
falseConditionAction: Block
conditionPriority: 2
outgoingLinks:
- originConversationID: 4
originDialogueID: 0
destinationConversationID: 4
destinationDialogueID: 1
isConnector: 0
priority: 2
conditionsString:
userScript:
onExecute:
m_PersistentCalls:
m_Calls: []
canvasRect:
serializedVersion: 2
x: 164
y: 36
width: 160
height: 30
- id: 1
fields:
- title: Title
value:
type: 0
typeString: CustomFieldType_Text
- title: Description
value:
type: 0
typeString: CustomFieldType_Text
- title: Actor
value: -1
type: 5
typeString: CustomFieldType_Actor
- title: Conversant
value: 1
type: 5
typeString: CustomFieldType_Actor
- title: Menu Text
value:
type: 0
typeString: CustomFieldType_Text
- title: Dialogue Text
value: "\uB2C8\uAC00 \uAC00\uB77C... \uD558\uC640\uC774..."
type: 0
typeString: CustomFieldType_Text
- title: Sequence
value:
type: 0
typeString: CustomFieldType_Text
conversationID: 4
isRoot: 0
isGroup: 0
nodeColor:
delaySimStatus: 0
falseConditionAction: Block
conditionPriority: 2
outgoingLinks: []
conditionsString:
userScript:
onExecute:
m_PersistentCalls:
m_Calls: []
canvasRect:
serializedVersion: 2
x: 165
y: 108
width: 160
height: 30
entryGroups: []
canvasScrollPosition: {x: 0, y: 0}
canvasZoom: 1
syncInfo:
syncActors: 0
syncItems: 0

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@ -263,10 +263,17 @@ namespace SoulGames.EasyGridBuilderPro
buildableGridObject.Setup();
placedObjectTransform.SetParent(inShipProp);
if (placedObjectTransform.name == "Toilet")
switch (placedObjectTransform.name)
{
placedObjectTransform.gameObject.AddComponent<Toilet>();
case "Toilet":
placedObjectTransform.gameObject.AddComponent<Toilet>();
break;
case "Jail":
placedObjectTransform.gameObject.AddComponent<Jail>();
break;
}
return buildableGridObject;
}