game: npc spawn and move fixed
npcs still trying to sit on each other
This commit is contained in:
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c80d5b8890
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8 changed files with 349 additions and 46 deletions
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Binary file not shown.
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@ -24,7 +24,9 @@ public class Despawn : MonoBehaviour
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if (other.CompareTag("NPC"))
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{
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GameManager.instance.currentNPC = null;
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/*
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NPCSpawn.instance.npcSpawned = false;
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*/
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Destroy(other.gameObject);
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}
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public class NPCSpawn : MonoBehaviour
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{
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public static NPCSpawn instance;
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/*public static NPCSpawn instance;*/
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/*
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[SerializeField] private float npcBufferTime;
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public bool npcSpawned = false;
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*/
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/*public bool npcSpawned = false;
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*/
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[SerializeField]
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GameObject npc;
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/*[SerializeField]
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GameObject npc;*/
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void Awake()
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/*void Awake()
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{
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if (instance ==null)
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{
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{
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Destroy(gameObject);
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}
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}
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}*/
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void Update()
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/*void Update()
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{
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if (!npcSpawned)
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{
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StartCoroutine(SpawnNPCAfterWait());
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}
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}
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}*/
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void SpawnNPC()
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/*void SpawnNPC()
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{
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StopAllCoroutines();
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GameObject spawnedNPC = Instantiate(npc, transform.position, Quaternion.identity);
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npcSpawned = true;
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GameManager.instance.currentNPC = spawnedNPC;
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}
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}*/
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IEnumerator SpawnNPCAfterWait()
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/*IEnumerator SpawnNPCAfterWait()
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{
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yield return new WaitForSeconds(npcBufferTime);
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SpawnNPC();
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}
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}*/
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}
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[Serializable]
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public class NpcData
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{
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public string name;
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public string initialStatement;
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public string question1;
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public string question2;
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@ -1,5 +1,5 @@
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/*
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* Author: Lin Hengrui Ryan
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* Author: Lin Hengrui Ryan and Livinia Poo
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* Date: 1/2/25
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* Description:
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* Npc Manager
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections;
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using UnityEngine.Serialization;
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public class NpcManager : MonoBehaviour
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{
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/// <summary>
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/// Assign Npc Manager instance
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/// </summary>
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public static NpcManager instance;
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/// <summary>
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/// Assign GameManager script
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/// </summary>
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private GameManager gm;
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/// <summary>
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/// a list of all the male npcs
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/// list of all the spawn points
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/// </summary>
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public Transform[] spawnPoints;
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/// <summary>
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/// float for time between npc spawns
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/// </summary>
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[SerializeField] private float npcBufferTime;
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/// <summary>
|
||||
/// a bool to check if the player is free
|
||||
|
@ -58,25 +67,12 @@ public class NpcManager : MonoBehaviour
|
|||
/// </summary>
|
||||
public Transform[] despawnPoints;
|
||||
|
||||
public void spawnNpc(bool isFemale)
|
||||
{
|
||||
var randomNpc=0;
|
||||
var spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
|
||||
if (isFemale)
|
||||
{
|
||||
randomNpc = UnityEngine.Random.Range(0, femaleNpcs.Length);
|
||||
}
|
||||
else
|
||||
{
|
||||
randomNpc = UnityEngine.Random.Range(0, maleNpcs.Length);
|
||||
}
|
||||
var npc = Instantiate(isFemale ? femaleNpcs[randomNpc] : maleNpcs[randomNpc], spawnPoint.position, Quaternion.identity);
|
||||
currentNpcs.Add(npc);
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void Awake()
|
||||
/// <summary>
|
||||
/// flag to prevent multiple coroutines
|
||||
/// </summary>
|
||||
private bool isSpawning = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
|
@ -88,6 +84,51 @@ public class NpcManager : MonoBehaviour
|
|||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
gm = GameObject.Find("Game Manager").GetComponent<GameManager>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (gm.shiftStarted)
|
||||
{
|
||||
if (currentNpcs.Count < 6 && !isSpawning)
|
||||
{
|
||||
StartCoroutine(SpawnNPCAfterWait());
|
||||
}
|
||||
}
|
||||
else if (!gm.shiftStarted)
|
||||
{
|
||||
StopAllCoroutines();
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnNPC()
|
||||
{
|
||||
var randomNpc=0;
|
||||
bool isFemale = UnityEngine.Random.value > 0.5f;
|
||||
var spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
|
||||
if (isFemale)
|
||||
{
|
||||
randomNpc = UnityEngine.Random.Range(0, femaleNpcs.Length);
|
||||
}
|
||||
else
|
||||
{
|
||||
randomNpc = UnityEngine.Random.Range(0, maleNpcs.Length);
|
||||
}
|
||||
var npc = Instantiate(isFemale ? femaleNpcs[randomNpc] : maleNpcs[randomNpc], spawnPoint.position, Quaternion.identity);
|
||||
currentNpcs.Add(npc);
|
||||
Debug.Log($"NPC Spawned! Total NPCS: {currentNpcs.Count}");
|
||||
}
|
||||
|
||||
IEnumerator SpawnNPCAfterWait()
|
||||
{
|
||||
isSpawning = true;
|
||||
yield return new WaitForSeconds(npcBufferTime);
|
||||
|
||||
if(currentNpcs.Count < 6)
|
||||
{
|
||||
SpawnNPC();
|
||||
}
|
||||
isSpawning = false;
|
||||
}
|
||||
}
|
||||
|
|
9
SSLR/Assets/Scripts/UIManager.cs
Normal file
9
SSLR/Assets/Scripts/UIManager.cs
Normal file
|
@ -0,0 +1,9 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class UIManager : MonoBehaviour
|
||||
{
|
||||
public GameObject speechBubble;
|
||||
}
|
11
SSLR/Assets/Scripts/UIManager.cs.meta
Normal file
11
SSLR/Assets/Scripts/UIManager.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 914a267860e9d3242a99c1e486242c3e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Reference in a new issue