HotelManager.cs 12 KB

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  1. using UnityEngine;
  2. using System.Collections.Generic;
  3. using System.Collections;
  4. public class HotelManager : MonoBehaviour
  5. {
  6. public static HotelManager Instance { get; private set; }
  7. [Header("Hotel Settings")]
  8. [SerializeField] private int maxGuestsPerDay = 20;
  9. [SerializeField] private float guestArrivalInterval = 30f; // seconds
  10. [SerializeField] private Transform guestSpawnPoint;
  11. [Header("Guest Prefabs")]
  12. [SerializeField] private GameObject[] guestPrefabs;
  13. [SerializeField] private GameObject defaultGuestPrefab;
  14. [Header("Hotel Stats")]
  15. [SerializeField] private float hotelRating = 3f; // 1 to 5 stars
  16. [SerializeField] private int totalRooms = 0;
  17. [SerializeField] private int availableRooms = 0;
  18. private List<Room> hotelRooms = new List<Room>();
  19. private List<Guest> currentGuests = new List<Guest>();
  20. private List<Guest> waitingGuests = new List<Guest>();
  21. private bool isHotelOpen = false;
  22. private int guestsArrivedToday = 0;
  23. private float timeUntilNextGuest = 0f;
  24. // Events
  25. public System.Action<Guest> OnGuestArrived;
  26. public System.Action<Guest> OnGuestLeft;
  27. public System.Action<Guest> OnGuestAssignedRoom;
  28. public System.Action<Room> OnRoomAdded;
  29. private void Awake()
  30. {
  31. if (Instance != null && Instance != this)
  32. {
  33. Destroy(this.gameObject);
  34. return;
  35. }
  36. Instance = this;
  37. }
  38. private void Start()
  39. {
  40. SubscribeToEvents();
  41. SetupSpawnPoint();
  42. // Wait for hotel to open before spawning guests
  43. if (GameManager.Instance != null)
  44. {
  45. GameManager.OnHotelOpened += OnHotelOpened;
  46. }
  47. }
  48. private void OnDestroy()
  49. {
  50. UnsubscribeFromEvents();
  51. }
  52. private void Update()
  53. {
  54. if (isHotelOpen)
  55. {
  56. HandleGuestArrivals();
  57. UpdateHotelStats();
  58. }
  59. }
  60. #region Hotel Operations
  61. private void OnHotelOpened()
  62. {
  63. isHotelOpen = true;
  64. Debug.Log("Hotel is now open! Guests will start arriving.");
  65. // Start spawning guests
  66. timeUntilNextGuest = guestArrivalInterval;
  67. }
  68. private void HandleGuestArrivals()
  69. {
  70. if (!isHotelOpen) return;
  71. timeUntilNextGuest -= Time.deltaTime;
  72. if (timeUntilNextGuest <= 0 && guestsArrivedToday < maxGuestsPerDay)
  73. {
  74. SpawnGuest();
  75. // Calculate next arrival time (with some randomness)
  76. float randomFactor = UnityEngine.Random.Range(0.5f, 1.5f);
  77. timeUntilNextGuest = guestArrivalInterval * randomFactor;
  78. // Adjust based on hotel rating (higher rating = more guests)
  79. timeUntilNextGuest /= (hotelRating / 3f);
  80. }
  81. }
  82. private void SpawnGuest()
  83. {
  84. if (guestSpawnPoint == null)
  85. {
  86. Debug.LogWarning("No guest spawn point set!");
  87. return;
  88. }
  89. // Choose guest type based on hotel rating
  90. Guest.GuestType guestType = ChooseGuestType();
  91. GameObject guestPrefab = ChooseGuestPrefab(guestType);
  92. if (guestPrefab == null)
  93. {
  94. Debug.LogWarning("No guest prefab available!");
  95. return;
  96. }
  97. GameObject guestObj = Instantiate(guestPrefab, guestSpawnPoint.position, guestSpawnPoint.rotation);
  98. Guest guest = guestObj.GetComponent<Guest>();
  99. if (guest == null)
  100. {
  101. guest = guestObj.AddComponent<Guest>();
  102. }
  103. // Set guest properties
  104. guest.GuestName = GenerateGuestName();
  105. // Set guest type based on hotel rating
  106. SetGuestType(guest, guestType);
  107. guestsArrivedToday++;
  108. Debug.Log($"Guest {guest.GuestName} ({guestType}) has arrived!");
  109. }
  110. private Guest.GuestType ChooseGuestType()
  111. {
  112. // Higher rated hotels get more high-profile guests
  113. float rand = UnityEngine.Random.value;
  114. if (hotelRating >= 4.5f && rand < 0.1f)
  115. return Guest.GuestType.Celebrity;
  116. else if (hotelRating >= 4f && rand < 0.2f)
  117. return Guest.GuestType.VIP;
  118. else if (rand < 0.3f)
  119. return Guest.GuestType.Business;
  120. else if (rand < 0.5f)
  121. return Guest.GuestType.Family;
  122. else
  123. return Guest.GuestType.Regular;
  124. }
  125. private GameObject ChooseGuestPrefab(Guest.GuestType guestType)
  126. {
  127. // For now, use default prefab. Later can be expanded for specific types
  128. if (defaultGuestPrefab != null)
  129. return defaultGuestPrefab;
  130. if (guestPrefabs != null && guestPrefabs.Length > 0)
  131. return guestPrefabs[UnityEngine.Random.Range(0, guestPrefabs.Length)];
  132. return CreateDefaultGuestPrefab();
  133. }
  134. private GameObject CreateDefaultGuestPrefab()
  135. {
  136. // Create a simple guest prefab if none is provided
  137. GameObject guest = GameObject.CreatePrimitive(PrimitiveType.Capsule);
  138. guest.name = "Guest";
  139. // Add NavMeshAgent
  140. guest.AddComponent<UnityEngine.AI.NavMeshAgent>();
  141. // Add Guest script
  142. guest.AddComponent<Guest>();
  143. // Set color
  144. guest.GetComponent<Renderer>().material.color = Color.blue;
  145. return guest;
  146. }
  147. private void SetGuestType(Guest guest, Guest.GuestType guestType)
  148. {
  149. // This would be expanded to set specific properties based on type
  150. // For now, just log the type
  151. Debug.Log($"Setting guest type to: {guestType}");
  152. }
  153. private string GenerateGuestName()
  154. {
  155. string[] firstNames = { "Alex", "Jamie", "Casey", "Jordan", "Riley", "Morgan", "Quinn", "Blake", "Drew", "Sage" };
  156. string[] lastNames = { "Parker", "Reed", "Blake", "Gray", "Stone", "Fox", "Lane", "Cross", "Vale", "Knox" };
  157. return $"{firstNames[UnityEngine.Random.Range(0, firstNames.Length)]} {lastNames[UnityEngine.Random.Range(0, lastNames.Length)]}";
  158. }
  159. #endregion
  160. #region Room Management
  161. public void AddRoom(Room room)
  162. {
  163. if (room != null)
  164. {
  165. hotelRooms.Add(room);
  166. totalRooms++;
  167. availableRooms++;
  168. OnRoomAdded?.Invoke(room);
  169. UpdateHotelStats();
  170. Debug.Log($"Room added. Total rooms: {totalRooms}, Available: {availableRooms}");
  171. }
  172. }
  173. public Room GetAvailableRoom(Guest guest)
  174. {
  175. // Find an available room that matches guest preferences
  176. foreach (Room room in hotelRooms)
  177. {
  178. if (room.isComplete && !room.IsOccupied())
  179. {
  180. // For now, assign any available room
  181. // Later can be expanded to match guest preferences
  182. room.SetOccupied(true, guest);
  183. availableRooms--;
  184. Debug.Log($"Assigned room to {guest.GuestName}");
  185. return room;
  186. }
  187. }
  188. Debug.Log($"No available rooms for {guest.GuestName}");
  189. return null;
  190. }
  191. public void ReleaseRoom(Room room)
  192. {
  193. if (room != null && room.IsOccupied())
  194. {
  195. room.SetOccupied(false);
  196. availableRooms++;
  197. Debug.Log($"Room released. Available rooms: {availableRooms}");
  198. }
  199. }
  200. public List<Room> GetAllRooms()
  201. {
  202. return new List<Room>(hotelRooms);
  203. }
  204. public int GetAvailableRoomCount()
  205. {
  206. return availableRooms;
  207. }
  208. #endregion
  209. #region Guest Management
  210. private void SubscribeToEvents()
  211. {
  212. Guest.OnGuestArrived += OnGuestArrivedHandler;
  213. Guest.OnGuestLeft += OnGuestLeftHandler;
  214. Guest.OnGuestAssignedRoom += OnGuestAssignedRoomHandler;
  215. }
  216. private void UnsubscribeFromEvents()
  217. {
  218. Guest.OnGuestArrived -= OnGuestArrivedHandler;
  219. Guest.OnGuestLeft -= OnGuestLeftHandler;
  220. Guest.OnGuestAssignedRoom -= OnGuestAssignedRoomHandler;
  221. }
  222. private void OnGuestArrivedHandler(Guest guest)
  223. {
  224. currentGuests.Add(guest);
  225. OnGuestArrived?.Invoke(guest);
  226. Debug.Log($"Hotel Manager: {guest.GuestName} has arrived. Current guests: {currentGuests.Count}");
  227. }
  228. private void OnGuestLeftHandler(Guest guest)
  229. {
  230. currentGuests.Remove(guest);
  231. waitingGuests.Remove(guest);
  232. // Release room if guest had one
  233. if (guest.AssignedRoom != null)
  234. {
  235. ReleaseRoom(guest.AssignedRoom);
  236. }
  237. OnGuestLeft?.Invoke(guest);
  238. Debug.Log($"Hotel Manager: {guest.GuestName} has left. Current guests: {currentGuests.Count}");
  239. }
  240. private void OnGuestAssignedRoomHandler(Guest guest)
  241. {
  242. waitingGuests.Remove(guest);
  243. OnGuestAssignedRoom?.Invoke(guest);
  244. Debug.Log($"Hotel Manager: {guest.GuestName} has been assigned a room");
  245. }
  246. public List<Guest> GetCurrentGuests()
  247. {
  248. return new List<Guest>(currentGuests);
  249. }
  250. public List<Guest> GetWaitingGuests()
  251. {
  252. return new List<Guest>(waitingGuests);
  253. }
  254. #endregion
  255. #region Hotel Statistics
  256. private void UpdateHotelStats()
  257. {
  258. // Calculate hotel rating based on guest satisfaction
  259. if (currentGuests.Count > 0)
  260. {
  261. float totalSatisfaction = 0f;
  262. int guestsWithFeedback = 0;
  263. foreach (Guest guest in currentGuests)
  264. {
  265. if (guest.AssignedRoom != null) // Only count guests who have checked in
  266. {
  267. totalSatisfaction += guest.SatisfactionLevel;
  268. guestsWithFeedback++;
  269. }
  270. }
  271. if (guestsWithFeedback > 0)
  272. {
  273. float averageSatisfaction = totalSatisfaction / guestsWithFeedback;
  274. // Slowly adjust hotel rating based on satisfaction
  275. float targetRating = 1f + (averageSatisfaction * 4f); // Convert 0-1 to 1-5 scale
  276. hotelRating = Mathf.Lerp(hotelRating, targetRating, Time.deltaTime * 0.1f);
  277. hotelRating = Mathf.Clamp(hotelRating, 1f, 5f);
  278. }
  279. }
  280. }
  281. public float GetHotelRating()
  282. {
  283. return hotelRating;
  284. }
  285. public int GetTotalGuests()
  286. {
  287. return currentGuests.Count;
  288. }
  289. public float GetOccupancyRate()
  290. {
  291. if (totalRooms == 0) return 0f;
  292. return (float)(totalRooms - availableRooms) / totalRooms;
  293. }
  294. #endregion
  295. #region Utility Methods
  296. private void SetupSpawnPoint()
  297. {
  298. if (guestSpawnPoint == null)
  299. {
  300. // Create a default spawn point
  301. GameObject spawnObj = new GameObject("Guest Spawn Point");
  302. spawnObj.transform.position = new Vector3(0, 0, -15f); // Outside the initial room
  303. guestSpawnPoint = spawnObj.transform;
  304. spawnObj.transform.SetParent(this.transform);
  305. }
  306. }
  307. public bool IsHotelOpen()
  308. {
  309. return isHotelOpen;
  310. }
  311. private void OnDrawGizmosSelected()
  312. {
  313. if (guestSpawnPoint != null)
  314. {
  315. Gizmos.color = Color.green;
  316. Gizmos.DrawWireSphere(guestSpawnPoint.position, 1f);
  317. Gizmos.DrawWireCube(guestSpawnPoint.position + Vector3.up, Vector3.one * 0.5f);
  318. }
  319. }
  320. #endregion
  321. }
  322. // Extension methods for Room class
  323. public static class RoomExtensions
  324. {
  325. private static Dictionary<Room, Guest> roomOccupancy = new Dictionary<Room, Guest>();
  326. public static bool IsOccupied(this Room room)
  327. {
  328. return roomOccupancy.ContainsKey(room) && roomOccupancy[room] != null;
  329. }
  330. public static void SetOccupied(this Room room, bool occupied, Guest guest = null)
  331. {
  332. if (occupied && guest != null)
  333. {
  334. roomOccupancy[room] = guest;
  335. }
  336. else
  337. {
  338. roomOccupancy.Remove(room);
  339. }
  340. }
  341. public static Guest GetOccupant(this Room room)
  342. {
  343. return roomOccupancy.ContainsKey(room) ? roomOccupancy[room] : null;
  344. }
  345. }