59 lines
2.6 KiB
C#
59 lines
2.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class CrowdManager : MonoBehaviour
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{
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public CitizenCrowdMember.SelectableAnimation m_currentAnimation = CitizenCrowdMember.SelectableAnimation.Afraid;
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private CitizenCrowdMember.SelectableAnimation m_previousFrameAnimation = CitizenCrowdMember.SelectableAnimation.Afraid;
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public float m_transitionTime = 1.5f;
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public float m_transitionTimeVariation = 0.5f;
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public float m_transitionStartVariation = 2f;
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public float m_animationSpeedVariation = 0.01f;
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private CitizenCrowdMember[] m_citizenList;
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private float m_timeSinceLastStateChange = 0f;
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private DateTime m_cheerEnd = DateTime.Now;
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private bool m_animationOnTimer = false;
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private CitizenCrowdMember.SelectableAnimation m_nextAnimation = CitizenCrowdMember.SelectableAnimation.Afraid;
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// Start is called before the first frame update
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void Start()
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{
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m_citizenList = GetComponentsInChildren<CitizenCrowdMember>();
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if(m_animationOnTimer && DateTime.Now > m_cheerEnd)
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{
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m_animationOnTimer = false;
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m_currentAnimation = m_nextAnimation;
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}
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m_timeSinceLastStateChange += Time.deltaTime;
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if(m_previousFrameAnimation != m_currentAnimation){// Detect change
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m_timeSinceLastStateChange = 0f;
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m_previousFrameAnimation = m_currentAnimation;
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}
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for(int i = 0; i < m_citizenList.Length; i++){// Statistically change the state if needed
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if(m_citizenList[i].m_currentAnimation == m_currentAnimation){
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continue;
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}else if(Random.Range(Mathf.Min(m_timeSinceLastStateChange, m_transitionStartVariation), m_transitionStartVariation) > m_transitionStartVariation * 0.995f){
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m_citizenList[i].m_blendingTime = Random.Range(m_transitionTime - m_transitionTimeVariation, m_transitionTime + m_transitionTimeVariation);
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m_citizenList[i].m_currentAnimation = m_currentAnimation;
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m_citizenList[i].m_animationSpeedModificator = Random.Range(1 - m_animationSpeedVariation, 1 + m_animationSpeedVariation);
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}
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}
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}
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public void SetAnimationWithTimer(float secs, CitizenCrowdMember.SelectableAnimation newAnimation, CitizenCrowdMember.SelectableAnimation nextAnimation)
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{
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m_cheerEnd = DateTime.Now.AddSeconds(secs);
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m_animationOnTimer = true;
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m_currentAnimation = newAnimation;
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m_nextAnimation = nextAnimation;
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}
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}
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