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GameManager.cs
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197 lines (164 loc) · 5.67 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour {
public Transform[] playerSpawners;
public PlayerController playerPrefab;
public GameObject[] allPlayers;
int assignedGamepads;
public static GameManager instance;
public List<Enemy> leftSideEnemies = new List<Enemy>();
public List<Enemy> rightSideEnemies = new List<Enemy>();
public NumberOfPlayers numberOfPlayers;
public bool isAsteroidLevel;
public enum NumberOfPlayers
{
TWO_PLAYER,
FOUR_PLAYER
}
private void Awake()
{
instance = this;
}
public CabinetController[] cabinetControllers = new CabinetController[0];
void Start()
{
if (numberOfPlayers == NumberOfPlayers.TWO_PLAYER)
{
allPlayers = new GameObject[2];
}
if (numberOfPlayers == NumberOfPlayers.FOUR_PLAYER)
{
allPlayers = new GameObject[4];
}
SpawnPlayers();
cabinetControllers = new CabinetController[FindObjectsOfType<CabinetController>().Length];
cabinetControllers = FindObjectsOfType<CabinetController>();
}
void SpawnPlayers()
{
switch (numberOfPlayers)
{
case NumberOfPlayers.TWO_PLAYER:
for (int i = 0; i < 2; i++)
{
PlayerController newPlayer = Instantiate(playerPrefab, playerSpawners[i].position, playerSpawners[i].rotation);
AssignPlayerToController(newPlayer);
}
break;
case NumberOfPlayers.FOUR_PLAYER:
for (int i = 0; i < 4; i++)
{
PlayerController newPlayer = Instantiate(playerPrefab, playerSpawners[i].position, playerSpawners[i].rotation);
AssignPlayerToController(newPlayer);
}
break;
}
}
void AssignPlayerToController(PlayerController newPlayer)
{
newPlayer.SetPlayerToGamepad(assignedGamepads);
allPlayers[assignedGamepads] = newPlayer.gameObject;
assignedGamepads++;
}
public void FreezeLeftSideEnemies(bool active)
{
if (isAsteroidLevel) { return; }
if (!active)
{
for (int i = 0; i < leftSideEnemies.Count; i++)
{
leftSideEnemies[i].FreezeMovement();
}
}
else
{
for (int i = 0; i < leftSideEnemies.Count; i++)
{
leftSideEnemies[i].StartMovement();
}
}
}
public void FreezeLeftSideCabinets(bool active)
{
if (!active)
{
foreach (CabinetController cabinetController in cabinetControllers)
{
if (cabinetController.transform.position.x < 0)
cabinetController.GetComponentInChildren<SpriteRenderer>().color = Color.black;
}
}
else
{
foreach (CabinetController cabinetController in cabinetControllers)
{
if (cabinetController.transform.position.x < 0)
cabinetController.GetComponentInChildren<SpriteRenderer>().color = Color.white;
}
}
}
public void FreezeRightSideEnemies(bool active)
{
if (isAsteroidLevel) { return; }
if (!active)
{
for (int i = 0; i < rightSideEnemies.Count; i++)
{
rightSideEnemies[i].FreezeMovement();
}
foreach (CabinetController cabinetController in cabinetControllers)
{
if (cabinetController.transform.position.x >= 0)
cabinetController.GetComponentInChildren<SpriteRenderer>().color = Color.black;
}
}
else
{
for (int i = 0; i < rightSideEnemies.Count; i++)
{
rightSideEnemies[i].StartMovement();
}
foreach (CabinetController cabinetController in cabinetControllers)
{
if (cabinetController.transform.position.x >= 0)
cabinetController.GetComponentInChildren<SpriteRenderer>().color = Color.white;
}
}
}
public void FreezeRightSideCabinets(bool active)
{
if (!active)
{
foreach (CabinetController cabinetController in cabinetControllers)
{
if (cabinetController.transform.position.x >= 0)
cabinetController.GetComponentInChildren<SpriteRenderer>().color = Color.black;
}
}
else
{
foreach (CabinetController cabinetController in cabinetControllers)
{
if (cabinetController.transform.position.x >= 0)
cabinetController.GetComponentInChildren<SpriteRenderer>().color = Color.white;
}
}
}
public void WinGame(int winner) {
UIController.instance.WinPanel(true, winner);
Invoke("RestartCurrentScene", 3f);
}
public void RestartCurrentScene()
{
int scene = SceneManager.GetActiveScene().buildIndex;
Time.timeScale = 1.0F;
SceneManager.LoadScene(scene, LoadSceneMode.Single);
}
public void Quit()
{
SceneManager.LoadScene(0, LoadSceneMode.Single);
//Application.Quit();
}
}