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Crash-Course/Assets/Scripts/Player/PlayerManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerManager : MonoBehaviour
{
public static PlayerManager Instance;
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public List<PlayerJoinCard> cards;
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[SerializeField] private InputActionAsset playerActions;
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public List<Color> playerColors;
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public GameObject playerSelect;
private bool gameStarted = false;
private void Awake()
{
Init();
}
private void Start()
{
GetComponent<PlayerInputManager>().onPlayerJoined += OnPlayerJoined;
GetComponent<PlayerInputManager>().onPlayerLeft += OnPlayerLeft;
}
private void OnPlayerJoined(PlayerInput playerInput) // Adds a player when they join
{
if (gameStarted)
{
Destroy(playerInput.gameObject);
return;
}
Debug.Log("Player joined");
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DontDestroyOnLoad(playerInput.gameObject);
PlayerJoinCard card = PlayerCardCreator.Instance.CreateCard();
card.playerNumber = GameManager.players.Count + 1;
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cards.Add(card);
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GameManager.players.Add(playerInput.gameObject);
Colorize(GameManager.players.Count - 1);
}
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private void OnPlayerLeft(PlayerInput playerInput) // Removes the player if they leave
{
Destroy(playerInput.gameObject);
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GameManager.players.Remove(playerInput.gameObject);
Debug.Log("Player left");
}
private void Init()
{
if (Instance == null)
{
Instance = this;
}
else
{
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Destroy(this.gameObject);
}
}
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public void StartGame() // Allows game to start after a player has joined
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{
if (GameManager.players.Count == 0)
{
return;
}
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gameStarted = true;
HubManager.Instance.LoadScene(GameManager.map);
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}
private void Colorize(int index) // Pairs each player with a unique color
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{
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GameObject player = GameManager.players[index];
Color color = playerColors[(GameManager.players.Count - 1) % playerColors.Count];
float tint = Mathf.Floor((GameManager.players.Count - 1) / playerColors.Count);
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color = (color + color + Color.white * tint) / (tint + 2);
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GameManager.playerColors.Add(color);
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ApplyColor(player, color);
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ApplyColor(cards[GameManager.players.IndexOf(player)].playerPreview, color);
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}
private void ApplyColor(GameObject obj, Color color) // Applies a color to each player
{
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if (obj.TryGetComponent<SpriteRenderer>(out _))
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{
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obj.GetComponent<SpriteRenderer>().color = color;
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}
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foreach (Transform child in obj.transform)
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{
if (child.TryGetComponent<SpriteRenderer>(out _))
{
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ApplyColor(child.gameObject, color);
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}
}
}
}