Beispiel #1
0
    //환경 오브젝트 생성??

    //알 생성(성별랜덤)
    public Egg LayEgg(Vector3 position)
    {
        var resource = Resources.Load("Prefabs/Food/egg");

        if (resource == null)
        {
            Debug.Log("알이 없어..");
            return(null);
        }
        GameObject objectBase = Instantiate(resource, position, Quaternion.identity) as GameObject;

        string objID = $"egg_{s_uniqueID++}";
        Egg    egg   = objectBase.GetComponent <Egg>();

        egg.ObjectID = objID;

        int r = GlobalRandom.GetRandom(0, 10);

        Debug.Log($"랜덤 {r}");
        bool male = r < 5;

        egg.male = male;

        foodsList.Add(objID, egg);
        eggCount++;

        return(egg);
    }
Beispiel #2
0
    public Idle(Duck duck) : base(duck)
    {
        changeStateToMatingCondition = () => {
            // 일정확률로 발정상태에 빠진다
            // 태어난지 5일 이후? 혹은... 마지막 발정 이후 5일 이후 부터 가능
            if (owner.LastMatingTime + World.oneDay * 5 <= World.CurrentGameWorldTimeMS)
            {
                if (owner.CurrentHeat >= GlobalRandom.GetRandom(1, 100))
                {
                    return(true);
                }
            }

            return(false);
        };
        changeStateToMating = () => owner.ChangeState("Mating");

        jobConditionForLeftWork = () => World.GetInstance().IsJobEmpty(World.JobType.CarrySomethingStopped) == false;
        workForSomethingToLeft  = () => {
            JobInfo job = World.GetInstance().GetFirstJob(World.JobType.CarrySomethingStopped);

            bool isPossible = false;

            if (job != null)
            {
                if (job.targetBuilding is PocketBuilding)
                {
                    isPossible = job.targetBuilding.GetComponent <PocketBuilding>().AskEnterable();
                }
                else if (job.targetBuilding is IFoodConsumeableBuilding)
                {
                    isPossible = !job.targetBuilding.GetComponent <IFoodConsumeableBuilding>().FoodIsFull();
                }
                else if (job.targetBuilding is IResourceConsumeableBuilding)
                {
                    isPossible = !job.targetBuilding.GetComponent <IResourceConsumeableBuilding>().ResourceIsFull();
                }

                if (isPossible)
                {
                    owner.ChangeState("Carry", new Dictionary <string, ObjectBase>()
                    {
                        { "target", job.targetObject },
                        { "targetBuilding", job.targetBuilding }
                    });
                }
                else
                {
                    World.GetInstance().RequestCarrySomethingStopped(job.targetObject, job.targetBuilding);
                }
            }
        };

        jobConditionForFishing = () => {
            if (World.GetInstance().FindMainStorage().GetComponent <IFoodConsumeableBuilding>().FoodIsFull() == false)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        };
        workForFishing = () => {
            JobInfo job = World.GetInstance().GetFirstJob(World.JobType.CatchFishingInPond);
            if (job != null)
            {
                owner.ChangeState("Fishing", job.targetBuilding);
            }
        };

        jobConditionForUserCommand = () => (World.GetInstance().FindEggAtGround() != null);
        //&&( World.GetInstance().IsJobEmpty(World.JobType.CarryOnEggToHatchery) == false
        //|| World.GetInstance().IsJobEmpty(World.JobType.CarryOnEggToMainStorage) == false ));
        workForUserCommand = () =>
        {
            Egg eggOnGround = World.GetInstance().FindEggAtGround();
            if (World.GetInstance().IsJobEmpty(World.JobType.CarryOnEggToHatchery) == false)
            {
                // job은 꺼내지 않는다(계속 유지)
                // 알옮기자, 부화장으로
                owner.ChangeState("Carry", new Dictionary <string, ObjectBase>()
                {
                    { "target", eggOnGround },
                    { "targetBuilding", World.GetInstance().FindEnterablePocketBuilding(owner, World.BuildingType.hatchery) }
                });
            }
            else if (World.GetInstance().IsJobEmpty(World.JobType.CarryOnEggToMainStorage) == false)
            {
                // 알옮기자, 저장고로
                owner.ChangeState("Carry", new Dictionary <string, ObjectBase>()
                {
                    { "target", eggOnGround },
                    { "targetBuilding", World.GetInstance().FindMainStorage() }
                });
            }
            return;
        };

        surviveCondition     = () => owner.Hunger >= 60 || owner.Fatigue >= 60;
        changeStateToSurvive = () => {
            if (owner.Hunger >= owner.Fatigue)
            {
                owner.ChangeState("Eat");
            }
            else
            {
                owner.ChangeState("Sleep");
            }
        };

        //우선순위 리스트에 다 때려넣어보자
        //0순위는 부동
        owner.priorityLists.Add(new KeyValuePair <string, KeyValuePair <Func <bool>, Action> >("CarrySomethingStopped", new KeyValuePair <Func <bool>, Action>(jobConditionForLeftWork, workForSomethingToLeft)));
        owner.priorityLists.Add(new KeyValuePair <string, KeyValuePair <Func <bool>, Action> >("낚시", new KeyValuePair <Func <bool>, Action>(jobConditionForFishing, workForFishing)));
        owner.priorityLists.Add(new KeyValuePair <string, KeyValuePair <Func <bool>, Action> >("유저의 명령", new KeyValuePair <Func <bool>, Action>(jobConditionForUserCommand, workForUserCommand)));
        owner.priorityLists.Add(new KeyValuePair <string, KeyValuePair <Func <bool>, Action> >("생존", new KeyValuePair <Func <bool>, Action>(surviveCondition, changeStateToSurvive)));
        owner.priorityLists.Add(new KeyValuePair <string, KeyValuePair <Func <bool>, Action> >("번식", new KeyValuePair <Func <bool>, Action>(changeStateToMatingCondition, changeStateToMating)));
    }