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Crash-Course/Assets/Scripts/PlayerManager.cs

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using System.Collections.Generic;
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using NUnit.Framework.Constraints;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerManager : MonoBehaviour
{
public static PlayerManager Instance;
public List<GameObject> players;
[SerializeField] private Vector2 spawnPosition;
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[SerializeField] private InputActionAsset playerActions;
[Header("Debug")]
[SerializeField] private InputActionAsset player2Actions;
private PlayerCameraMovement playerCamera;
private void Awake()
{
Init();
}
private void Start()
{
GetComponent<PlayerInputManager>().onPlayerJoined += OnPlayerJoined;
GetComponent<PlayerInputManager>().onPlayerLeft += OnPlayerLeft;
playerCamera = FindFirstObjectByType<PlayerCameraMovement>();
}
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private void Update()
{
if (InputSystem.actions.FindAction("Join Player").WasPressedThisFrame())
{
JoinPlayer(playerActions);
}
if (Keyboard.current.periodKey.wasPressedThisFrame)
{
JoinPlayer(player2Actions);
}
}
private void OnPlayerJoined(PlayerInput playerInput)
{
playerInput.transform.position = spawnPosition;
players.Add(playerInput.gameObject);
print("Player joined");
}
private void OnPlayerLeft(PlayerInput playerInput)
{
Destroy(playerInput.gameObject);
players.Remove(playerInput.gameObject);
print("Player left");
}
private void Init()
{
if (Instance == null)
{
Instance = this;
}
else
{
print("A PlayerManager already exists.");
}
}
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private void JoinPlayer(InputActionAsset actions)
{
PlayerInput player = GetComponent<PlayerInputManager>().JoinPlayer(-1, -1, null, Keyboard.current);
print(player == null);
player.actions = actions;
}
}