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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;
public List<GameObject> players;
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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;
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private Vector2 spawnPosition;
private void Awake()
{
Init();
}
private void Start()
{
GetComponent<PlayerInputManager>().onPlayerJoined += OnPlayerJoined;
GetComponent<PlayerInputManager>().onPlayerLeft += OnPlayerLeft;
}
private void OnPlayerJoined(PlayerInput playerInput)
{
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playerInput.transform.SetParent(transform);
PlayerJoinCard card = PlayerCardCreator.Instance.CreateCard(playerInput);
card.playerNumber = players.Count + 1;
cards.Add(card);
playerInput.transform.position = spawnPosition;
players.Add(playerInput.gameObject);
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Colorize(players.Count - 1);
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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Destroy(this.gameObject);
}
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spawnPosition = transform.position;
}
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public void StartGame()
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{
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foreach (Camera camera in FindObjectsByType<Camera>(FindObjectsSortMode.None))
{
camera.enabled = !camera.enabled;
}
foreach (GameObject player in players)
{
player.transform.position = spawnPosition;
player.GetComponent<Damageable>().damage = 0f;
}
Destroy(playerSelect);
}
private void Colorize(int index)
{
GameObject player = players[index];
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Color color = playerColors[(players.Count - 1) % playerColors.Count];
float tint = Mathf.Floor((players.Count - 1) / playerColors.Count);
color = (color + color + Color.white * tint) / (tint + 2);
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ApplyColor(player, color);
ApplyColor(cards[players.IndexOf(player)].playerPreview, color);
}
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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}
}
}
}