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Crash-Course/Assets/Scripts/PlayerManager.cs

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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 void Awake()
{
Init();
}
private void Start()
{
GetComponent<PlayerInputManager>().onPlayerJoined += OnPlayerJoined;
GetComponent<PlayerInputManager>().onPlayerLeft += OnPlayerLeft;
}
private void OnPlayerJoined(PlayerInput playerInput)
{
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print("Player joined");
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//playerInput.transform.SetParent(transform);
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);
}
private void OnPlayerLeft(PlayerInput playerInput)
{
Destroy(playerInput.gameObject);
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GameManager.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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Destroy(this.gameObject);
}
}
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public void StartGame()
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{
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HubManager.Instance.LoadScene(GameManager.map);
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}
private void Colorize(int index)
{
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GameObject player = GameManager.players[index];
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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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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)
{
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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}
}
}
}