Working on UI and job assignment, harvesting and depositing to TownHall working

This commit is contained in:
2026-06-12 11:36:57 +01:00
parent 479b0577a8
commit 529b25daf5
17106 changed files with 1370244 additions and 186 deletions

View File

@@ -3,13 +3,21 @@ using System;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class StorageConfig
{
public Resource.ResourceType resourceType;
public int capacity;
}
public class Building : MonoBehaviour
{
public enum BuildingType
{
House,
Farm,
Barracks
Barracks,
TownHall
}
public enum BuildingState
{
@@ -19,16 +27,37 @@ public class Building : MonoBehaviour
Destroyed
}
[SerializeField] float constructionTime;
[SerializeField] private Resource.ResourceType[] resourceTypes;
[SerializeField] private Resource.ResourceType[] constructionResources;
[SerializeField] private int[] constructionCost;
private BuildingState buildingState;
[SerializeField] private BuildingType buildingType;
[SerializeField] private GameObject unbuiltModel, constructingModel, activeModel, destroyedModel;
[SerializeField] private StorageConfig[] storageConfig = new StorageConfig[0];
public Dictionary<Resource.ResourceType, int> resourcesToStore = new Dictionary<Resource.ResourceType, int>();
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
buildingState = BuildingState.Unbuilt;
if (buildingType == BuildingType.TownHall)
{
buildingState = BuildingState.Active;
}
else
{
buildingState = BuildingState.Unbuilt;
}
SetBuildingModel(buildingState);
InitializeStorage();
}
private void InitializeStorage()
{
resourcesToStore.Clear();
foreach (StorageConfig config in storageConfig)
{
resourcesToStore[config.resourceType] = config.capacity;
Debug.Log($"Storage capacity for {config.resourceType} set to {config.capacity}");
}
}
// Update is called once per frame
@@ -80,14 +109,14 @@ public class Building : MonoBehaviour
if (buildingState != BuildingState.Unbuilt)
return;
for (int i = 0; i < resourceTypes.Length && i < constructionCost.Length; i++)
for (int i = 0; i < constructionResources.Length && i < constructionCost.Length; i++)
{
if (GameManager.Instance.GetResource(resourceTypes[i]) < constructionCost[i])
if (GameManager.Instance.GetResource(constructionResources[i]) < constructionCost[i])
{
Debug.Log("Not enough resources");
return;
}
GameManager.Instance.AddResource(resourceTypes[i], -constructionCost[i]);
GameManager.Instance.AddResource(constructionResources[i], -constructionCost[i]);
}
Debug.Log("Building Started");
buildingState = BuildingState.Constructing;
@@ -135,12 +164,32 @@ public class Building : MonoBehaviour
case BuildingState.Active:
//DestroyBuilding();
var npcInventory = npcInteracting.GetInventory();
foreach (KeyValuePair<Resource.ResourceType, int> entry in npcInventory)
var entries = new List<KeyValuePair<Resource.ResourceType, int>>(npcInventory);
foreach (KeyValuePair<Resource.ResourceType, int> entry in entries)
{
GameManager.Instance.AddResource(entry.Key, entry.Value);
UIController.Instance.UpdateStats();
npcInteracting.inventory.Remove(entry.Key);
}
break;
case BuildingState.Destroyed:
CancelBuilding();
break;
}
}
public void SetUpStore(StorageConfig[] configs)
{
if (configs == null)
{
Debug.LogWarning("SetUpStore received null config array.");
return;
}
resourcesToStore.Clear();
foreach (StorageConfig config in configs)
{
resourcesToStore[config.resourceType] = config.capacity;
Debug.Log($"Storage capacity for {config.resourceType} set to {config.capacity}");
}
}
}

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@@ -0,0 +1,22 @@
using UnityEngine;
using UnityEngine.EventSystems;
// IPointerClickHandler is the magic interface that listens to ALL mouse clicks
public class JobButton : MonoBehaviour, IPointerClickHandler
{
[Tooltip("Select which job this specific button manages.")]
public NPC.Job jobType;
public void OnPointerClick(PointerEventData eventData)
{
// Intercept the click and pass the command to the UIController
if (eventData.button == PointerEventData.InputButton.Left)
{
UIController.Instance.AddJob(jobType);
}
else if (eventData.button == PointerEventData.InputButton.Right)
{
UIController.Instance.RemoveJob(jobType);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6cf51a3decb7ccf4d8f348108aafb23e

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@@ -3,26 +3,27 @@ using UnityEngine.AI;
using System.Collections.Generic;
using UnityEngine.UI;
public class NPC : MonoBehaviour
{
public enum Job
{
Builder, Farmer, Soldier, Forester, Merchant, Miner
}
public Job job;
public enum Job { Builder, Farmer, Soldier, Forester, Merchant, Miner, Citizen }
public Job job = Job.Citizen;
// Added a simple state tracker to cleanly separate gathering and traveling
public enum NPCState { Gathering, Delivering, Idle }
public NPCState currentState = NPCState.Idle;
private Resource.ResourceType resourceToWorkWith, carryingResource;
public Dictionary<Resource.ResourceType, int> inventory = new Dictionary<Resource.ResourceType, int>();
[SerializeField] int gatherAmount, inventoryCapacity;
[SerializeField] NavMeshAgent navMeshAgent;
[SerializeField] Animator animationController;
[SerializeField] float movementSpeed, interactionRadius;
[SerializeField] Image jobImg;
[SerializeField] Sprite miner, forester;
[SerializeField] Sprite miner, forester, citizen, farmer, merchant, soldier;
// Cache the target so the NPC remembers what it is walking toward
private Resource currentTargetResource;
private IEnumerable<Building> buildings;
private Building currentTargetBuilding; // Cache the TownHall so we don't search for it every frame
void Start()
{
@@ -32,12 +33,37 @@ public class NPC : MonoBehaviour
void Update()
{
// 1. If we don't have a valid target, find the nearest one
// 1. Evaluate if we need to switch from Gathering to Delivering
if (currentState == NPCState.Gathering && !CanAddToInventory(gatherAmount))
{
animationController.SetBool("IsHarvesting", false);
currentTargetResource = null;
currentState = NPCState.Delivering;
}
// 2. Execute the current state's logic
switch (currentState)
{
case NPCState.Gathering:
HandleGatheringPhase();
break;
case NPCState.Delivering:
HandleDeliveryPhase();
break;
case NPCState.Idle:
navMeshAgent.ResetPath();
animationController.SetBool("MovementInputHeld", false);
animationController.SetFloat("MoveSpeed", 0f);
break;
}
}
private void HandleGatheringPhase()
{
if (currentTargetResource == null || currentTargetResource.resourceState != Resource.ResourceState.Full)
{
FindResources();
}
// 2. If we do have a target, check if we are close enough to gather it
else
{
float distanceToTarget = Vector3.Distance(transform.position, currentTargetResource.transform.position);
@@ -48,13 +74,47 @@ public class NPC : MonoBehaviour
}
else
{
// Ensure movement animation is playing while walking
animationController.SetBool("MovementInputHeld", true);
animationController.SetFloat("MoveSpeed", movementSpeed);
MoveToLocation(currentTargetResource.transform.position);
}
}
}
private void HandleDeliveryPhase()
{
// 1. Find a TownHall if we haven't cached one yet
if (currentTargetBuilding == null)
{
Building[] activeBuildings = Object.FindObjectsByType<Building>(FindObjectsSortMode.None);
foreach (Building building in activeBuildings)
{
if (building.GetBuildingState() == Building.BuildingState.Active && building.GetBuildingType() == Building.BuildingType.TownHall)
{
currentTargetBuilding = building;
break; // Exit the loop once we find one
}
}
// If there's no TownHall active on the map, stand idle
if (currentTargetBuilding == null)
{
currentState = NPCState.Idle;
return;
}
}
// 2. Move towards the TownHall
float distanceToTarget = Vector3.Distance(transform.position, currentTargetBuilding.transform.position);
if (distanceToTarget <= interactionRadius)
{
DepositResources();
}
else
{
MoveToLocation(currentTargetBuilding.transform.position);
}
}
private void MoveToLocation(Vector3 destination)
{
navMeshAgent.SetDestination(destination);
@@ -64,13 +124,10 @@ public class NPC : MonoBehaviour
private void FindResources()
{
// FindObjectsSortMode.None is required in newer Unity versions for performance
Resource[] resources = Object.FindObjectsByType<Resource>(FindObjectsSortMode.None);
Resource closestResource = null;
float closestDistance = Mathf.Infinity;
// Loop through to find the *closest* valid resource, not just the first one
foreach (Resource res in resources)
{
if (res.resourceType == resourceToWorkWith && res.resourceState == Resource.ResourceState.Full)
@@ -91,67 +148,69 @@ public class NPC : MonoBehaviour
}
else
{
// If no resources are found, stop moving and stand idle
navMeshAgent.ResetPath();
animationController.SetBool("MovementInputHeld", false);
animationController.SetFloat("MoveSpeed", 0f);
// If the map is empty, check our pockets.
// If we have items, go deliver them. If empty, stand idle.
if (GetTotalInventoryAmount() > 0)
{
currentState = NPCState.Delivering;
}
else
{
currentState = NPCState.Idle;
}
}
}
private void GatherResource()
{
// 1. Stop the agent
navMeshAgent.ResetPath();
animationController.SetBool("MovementInputHeld", false);
animationController.SetFloat("MoveSpeed", 0f);
transform.LookAt(currentTargetResource.transform.position);
// 2. Start the harvesting animation loop
animationController.SetBool("IsHarvesting", true);
// 3. Handle resource type switching if necessary
if (carryingResource != resourceToWorkWith)
{
DespositResources();
carryingResource = resourceToWorkWith;
}
}
// 4. This is called automatically by Unity when the tool hits the tree/rock
private void Harvest()
{
// Safety check: Make sure we actually have a target to harvest
if (currentTargetResource != null)
{
// Do the actual resource extraction at the exact moment of the visual hit
// Safety check: if full, stop hitting and trigger delivery on the next frame
if (!CanAddToInventory(gatherAmount))
{
animationController.SetBool("IsHarvesting", false);
currentTargetResource = null;
currentState = NPCState.Delivering;
return;
}
currentTargetResource.RemoveResource(gatherAmount);
AddToInventory(resourceToWorkWith, gatherAmount);
// 5. Check if the resource node is now empty
if (currentTargetResource.GetResourceState() == false)
{
// Clear the target and stop the animation because the node is depleted
currentTargetResource = null;
animationController.SetBool("IsHarvesting", false);
}
}
else
{
// If there's no resource left, stop animating
animationController.SetBool("IsHarvesting", false);
}
}
private void SetJob(Job job)
public void SetJob(Job job)
{
switch (job)
{
case Job.Builder:
//resourceToWorkWith = Resource.ResourceType.Wood;
break;
case Job.Soldier:
// Uncomment or assign when ready
// resourceToWorkWith = Resource.ResourceType.Wood;
break;
case Job.Farmer:
resourceToWorkWith = Resource.ResourceType.Food;
@@ -167,47 +226,73 @@ public class NPC : MonoBehaviour
resourceToWorkWith = Resource.ResourceType.Stone;
jobImg.sprite = miner;
break;
case Job.Citizen:
resourceToWorkWith = Resource.ResourceType.Citizens;
jobImg.sprite = citizen;
break;
}
}
private void AddToInventory(Resource.ResourceType resourceToAdd, int amountToAdd)
// Don't instantly teleport resources. Put the NPC into Delivery state.
if (inventory.Count > 0 && carryingResource != resourceToWorkWith)
{
currentState = NPCState.Delivering;
}
carryingResource = resourceToWorkWith;
this.job = job;
}
public Job GetJob()
{
// Note: This capacity check assumes you mean "number of unique slots"
// If you mean total quantity, you'll need to sum the dictionary values first.
if (!inventory.ContainsKey(resourceToAdd) && inventory.Count >= inventoryCapacity)
{
return;
}
if (inventory.ContainsKey(resourceToAdd))
{
inventory[resourceToAdd] += amountToAdd;
}
else
{
inventory.Add(resourceToAdd, amountToAdd);
}
// Using string interpolation for slightly cleaner formatting
Debug.Log($"{amountToAdd} of {resourceToAdd} added to inventory");
return job;
}
private void DespositResources()
private bool AddToInventory(Resource.ResourceType resourceToAdd, int amountToAdd)
{
// Properly assign the found buildings to an array so we can loop through them
Building[] activeBuildings = Object.FindObjectsByType<Building>(FindObjectsSortMode.None);
if (amountToAdd <= 0) return true;
foreach (Building building in activeBuildings)
if (!inventory.ContainsKey(resourceToAdd))
{
if (building.GetBuildingState() == Building.BuildingState.Active)
{
// NOTE: Currently this only interacts with Farms.
if (building.GetBuildingType() == Building.BuildingType.Farm)
{
building.Interact(this);
}
}
inventory.Add(resourceToAdd, 0);
}
inventory[resourceToAdd] += amountToAdd;
return true;
}
private bool CanAddToInventory(int amountToAdd)
{
return GetTotalInventoryAmount() + amountToAdd <= inventoryCapacity;
}
// Efficiency: Created a helper method so we aren't writing out the dictionary loop constantly
private int GetTotalInventoryAmount()
{
int currentTotal = 0;
foreach (int amount in inventory.Values)
{
currentTotal += amount;
}
return currentTotal;
}
private void DepositResources()
{
navMeshAgent.ResetPath();
animationController.SetBool("MovementInputHeld", false);
animationController.SetFloat("MoveSpeed", 0f);
if (currentTargetBuilding != null)
{
currentTargetBuilding.Interact(this);
}
// CRITICAL: You must clear the local inventory so CanAddToInventory() becomes true again.
inventory.Clear();
currentTargetBuilding = null;
currentState = NPCState.Gathering;
}
public Dictionary<Resource.ResourceType, int> GetInventory()
{
return inventory;

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@@ -0,0 +1,58 @@
using UnityEngine;
using TMPro;
public class UIController : MonoBehaviour
{
public static UIController Instance;
[SerializeField] TextMeshProUGUI wood, stone, population;
void Awake()
{
Instance = this;
}
void Start()
{
UpdateStats();
}
public void UpdateStats()
{
wood.text = GameManager.Instance.GetResource(Resource.ResourceType.Wood).ToString();
stone.text = GameManager.Instance.GetResource(Resource.ResourceType.Stone).ToString();
population.text = GameManager.Instance.GetResource(Resource.ResourceType.Citizens).ToString();
}
// Called by left-clicking a JobButton
public void AddJob(NPC.Job jobToAssign)
{
NPC[] npcs = FindObjectsByType<NPC>(FindObjectsSortMode.None);
foreach(NPC npc in npcs)
{
// Find a Citizen and give them the new job
if(npc.job == NPC.Job.Citizen)
{
npc.SetJob(jobToAssign);
Debug.Log($"Assigned a Citizen to {jobToAssign}");
break; // Stop after assigning one
}
}
}
// Called by right-clicking a JobButton
public void RemoveJob(NPC.Job jobToRemove)
{
NPC[] npcs = FindObjectsByType<NPC>(FindObjectsSortMode.None);
foreach(NPC npc in npcs)
{
// Find an NPC currently doing this job and revert them to a Citizen
if(npc.job == jobToRemove)
{
npc.SetJob(NPC.Job.Citizen);
Debug.Log($"Removed a {jobToRemove} and made them a Citizen");
break; // Stop after removing one
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 97da0d81e511b1d4abf682e2af1d7ddb