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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;
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[SerializeField] private InputActionAsset playerActions;
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public List<Color> playerColors;
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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)
{
playerInput.transform.position = spawnPosition;
players.Add(playerInput.gameObject);
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Colorize(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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Destroy(this.gameObject);
}
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spawnPosition = transform.position;
}
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private void Colorize(GameObject player)
{
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);
if (player.TryGetComponent<SpriteRenderer>(out _))
{
player.GetComponent<SpriteRenderer>().color = color;
}
foreach (Transform child in player.transform)
{
if (child.TryGetComponent<SpriteRenderer>(out _))
{
Colorize(child.gameObject);
}
}
}
}