noch mehr sprechen

This commit is contained in:
2024-04-06 21:43:51 +02:00
parent 2f5f25d0bd
commit 2ecb40333c
7 changed files with 174 additions and 45 deletions

View File

@ -1,7 +1,9 @@
using Microsoft.VisualStudio.Utilities;
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
@ -97,31 +99,51 @@ public class Developer : MonoBehaviour
[SerializeField]
private GameObject _caffeineNeed;
[SerializeField] private WantedConsumable _wantedDrink;
[SerializeField]
private WantedConsumable _wantedDrink;
[SerializeField]
private GameObject _hungerNeed;
[SerializeField] private WantedConsumable _wantedFood;
[SerializeField]
private WantedConsumable _wantedFood;
[SerializeField]
private GameObject _toiletNeed;
private AudioSource _audioSource;
private float _talkPauseTime = 15.0f;
private List<GameObject> _needList = new List<GameObject>();
private bool _isDead = false;
/// <summary>
/// indicates wether the Dev is dead or not
/// </summary>
public bool IsDead => _isDead;
[SerializeField]
private int _maxPrivateContextBufferSize = 2;
[SerializeField]
private CircularBuffer<string> _privateContextBuffer;
/// <summary>
/// Returns the private Context Buffer
/// </summary>
public CircularBuffer<string> PrivateContextBuffer => _privateContextBuffer;
// stuff for talking
[SerializeField, ShowOnly]
private float _talkTimer;
private AudioSource _audioSource;
private float _talkPauseTime = 15.0f;
private bool _hasTalkedWhileHyperactive = false;
private bool _hasTalkedWhileOvercaffeinated = false;
private List<GameObject> _needList = new List<GameObject>();
void Start()
{
_developerNeeds = gameObject.GetComponent<DeveloperNeeds>();
_audioSource = GetComponent<AudioSource>();
_talkTimer = UnityEngine.Random.Range(5.0f, 15.0f);
_talkTimer = 2.0f; //Random.Range(5.0f, 15.0f);
_fingersLeft = _baseStats.Fingers;
_privateContextBuffer = new CircularBuffer<string>(_maxPrivateContextBufferSize);
}
private void Update()
@ -138,6 +160,12 @@ public class Developer : MonoBehaviour
}
}
[ContextMenu("Hurt him")]
private void TestHurt()
{
Hurt();
}
[ContextMenu("Give Coffee")]
private void TestCoffee()
{
@ -183,12 +211,14 @@ public class Developer : MonoBehaviour
// TODO: Wie wäre es damit, das nicht fest zu coden?
if (drinkType == _wantedDrink)
{
Talk($"The Devolper thanks Gottfried for the {drinkType.GetAsString()}");
Talk($"The Developer thanks Gottfried for the {drinkType.GetAsString()}", 1);
_privateContextBuffer.Add($"The Developer is greatful for the {drinkType.GetAsString()} Gottfried recently brought him");
_happiness += 0.2;
}
else
{
Talk($"The Devolper blames Gottfried for bringing {drinkType.GetAsString()} but he actaully wanted a {_wantedDrink.GetAsString()}");
Talk($"The Developer is happy about the caffeine but he blames Gottfried for bringing {drinkType.GetAsString()} because he actaully wanted a {_wantedDrink.GetAsString()} instead", 0, true);
_privateContextBuffer.Add($"The Developer is still annoyed about when Gottfried recently brought him {drinkType.GetAsString()} instead of {_wantedDrink.GetAsString()}");
_happiness -= 0.2;
}
}
@ -214,9 +244,10 @@ public class Developer : MonoBehaviour
_needList.Remove(_hungerNeed);
NeedFullfilled(_hungerNeed);
_hungerNeed = null;
Talk("The Developer thanks Gottfried for the Pizza");
Talk("The Developer thanks Gottfried for the Pizza", 1);
_privateContextBuffer.Add($"The Developer is greatful for the Pizza Gottfried recently brought him");
}
if (_wantedFood != WantedConsumable.None)
{
if (foodType == _wantedFood)
@ -247,7 +278,8 @@ public class Developer : MonoBehaviour
_needList.Remove(_toiletNeed);
NeedFullfilled(_toiletNeed);
_toiletNeed = null;
Talk("The Developer finally can go to the toilet");
Talk("The Developer finally can go to the toilet", 1);
_privateContextBuffer.Add($"The developer is grateful that he went to the toilet a few minutes ago");
}
if (onToilet)
@ -309,6 +341,8 @@ public class Developer : MonoBehaviour
if (_hungerLevel <= 0.0)
{
if (!_isDead)
Talk($"The developer is starving, The developer is dying, The developer blames Gottfried for letting him starve with his last words", 0, true);
Die();
}
}
@ -414,11 +448,27 @@ public class Developer : MonoBehaviour
// Ob er stirbt oder nicht, für uns hat er auf jeden Fall seinen Nutzen verloren.
if (_fingersLeft == 0)
{
if (!_isDead)
Talk($"The developer lost all his fingers duo to an attack by a monster, The developer is dying, The developer gives a short speech with his last words, The developer blames Gottfried for his death", 0, true);
Die();
}
else
{
if (_fingersLeft == 9)
Talk($"The developer lost a finger duo to an attack by a monster, The developer has {_fingersLeft} left, The developer is in pain, The developer is irrevocably less productive now, The developer blames Gottfried for this", 0, true);
else
Talk($"The developer lost another finger duo to an attack by a monster, The developer has only {_fingersLeft} left, The developer is in pain, The developer is irrevocably less productive now, The developer blames Gottfried for this", 0, true);
if (Random.Range(0, 2) == 0)
_privateContextBuffer.Add($"The developer cries for his {10 - _fingersLeft} lost fingers");
else
_privateContextBuffer.Add($"The developer is greatful he still has {_fingersLeft} fingers");
}
}
private void Die()
{
_isDead = true;
Debug.Log($"{Name} ist verreckt.");
}
@ -426,31 +476,52 @@ public class Developer : MonoBehaviour
{
float distanceToPlayer = Vector3.Distance(transform.position, GameManager.Instance.PlayerTransform.position);
return distanceToPlayer <= _talkRange;
}
}
/// <summary>
/// Returns the context stored in the contextBuffer seperated with ',' as a string
/// </summary>
/// <returns></returns>
public string GetPrivateContextAsString()
{
if (_privateContextBuffer.Count != 0)
{
string output = "";
foreach (string context in _privateContextBuffer)
{
output += context + ", ";
}
return output;
}
return string.Empty;
}
/// <summary>
/// Starts talking when player is near to the Dev.
/// </summary>
public void TalkIfInRange()
{
if (IsGottfriedInRange())
if (IsGottfriedInRange() && !_isDead)
{
Talk();
string context = GetPrivateContextAsString();
context += GameManager.Instance.GetContextAsString();
Talk(context);
}
}
/// <summary>
/// Dev starts talking.
/// </summary>
public void Talk(string context = null)
public void Talk(string context, int shortnessLevel = 0, bool priority = false)
{
if (context == null)
if (priority)
{
context = GameManager.Instance.GetContextAsString();
_audioSource.Stop();
_audioSource.clip = null;
}
if (!_audioSource.isPlaying)
{
GetComponent<Text2Speech>().Generate(context);
{
GetComponent<Text2Speech>().Generate(context, shortnessLevel);
}
}
}