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@@ -3,7 +3,14 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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/// <summary>
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/// The GameManager class manages the overall game logic, including game modes, player states,
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/// game events, and game-over conditions. It ensures a single instance exists and provides
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/// functionality for starting, updating, and ending the game.
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/// </summary>
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/// <summary>
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/// Manages the overall game logic, including game modes, player states, game events, and game-over conditions.
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance { get; private set; }
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@@ -26,6 +33,10 @@ public class GameManager : MonoBehaviour
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public Canvas LeaderboardCanvas;
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public Canvas TimerCanvas;
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public GameObject hatObject;
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/// <summary>
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/// Enum representing the different game modes.
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/// </summary>
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public enum GameMode
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{
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freeForAll,
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@@ -33,7 +44,10 @@ public class GameManager : MonoBehaviour
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obstacleCourse
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}
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private void Awake() // Ensures only one instance of GameManager exists
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/// <summary>
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/// Ensures only one instance of GameManager exists.
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/// </summary>
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private void Awake()
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{
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if (Instance == null)
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{
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@@ -45,13 +59,19 @@ public class GameManager : MonoBehaviour
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}
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}
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private void Start() // Starts the game and music
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/// <summary>
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/// Starts the game and initializes music.
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/// </summary>
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private void Start()
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{
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MusicManager.Instance.StartPlaylist();
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StartGame();
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}
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private void Update() // Continuously updates player hold times
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/// <summary>
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/// Continuously updates player hold times during the game.
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/// </summary>
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private void Update()
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{
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if (gameOver) return;
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@@ -65,6 +85,11 @@ public class GameManager : MonoBehaviour
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}
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}
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/// <summary>
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/// Retrieves the hold time of a player.
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/// </summary>
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/// <param name="player">The player GameObject.</param>
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/// <returns>The hold time of the player.</returns>
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private float GetPlayerHoldTime(GameObject player)
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{
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UseItem useItem = player.GetComponent<UseItem>();
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@@ -75,14 +100,17 @@ public class GameManager : MonoBehaviour
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return 0f;
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}
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public void StartGame() // Sets up the proper gamemode
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/// <summary>
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/// Sets up the game based on the selected game mode.
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/// </summary>
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public void StartGame()
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{
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GameManager.playerHoldTimes.Clear();
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if (GameManager.players.Count == 0) return;
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StartGameEvent?.Invoke();
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print("Starting game with mode: " + gameMode + " and map: " + map);
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if (gameMode == GameMode.freeForAll) // Sets up the game for free for all mode
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if (gameMode == GameMode.freeForAll)
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{
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foreach (GameObject player in players)
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{
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@@ -90,7 +118,7 @@ public class GameManager : MonoBehaviour
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player.GetComponent<Damageable>().lives = 5;
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}
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}
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if (gameMode == GameMode.keepAway) // Sets up the game for keep away mode
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if (gameMode == GameMode.keepAway)
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{
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gameTimer.startTime = time;
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gameTimer.StartTimer();
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@@ -100,7 +128,7 @@ public class GameManager : MonoBehaviour
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player.GetComponent<Damageable>().lives = 0;
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}
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}
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if (gameMode == GameMode.obstacleCourse) // Sets up the game for obstacle course mode
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if (gameMode == GameMode.obstacleCourse)
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{
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foreach (GameObject player in players)
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{
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@@ -110,9 +138,13 @@ public class GameManager : MonoBehaviour
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}
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}
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public void PlayerDied(Damageable player) // Handles player deaths for the respective gamemode
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/// <summary>
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/// Handles player deaths based on the current game mode.
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/// </summary>
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/// <param name="player">The player that died.</param>
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public void PlayerDied(Damageable player)
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{
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UseItem useItem = player.GetComponent<UseItem>(); // Drop the item the player is holding
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UseItem useItem = player.GetComponent<UseItem>();
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if (useItem != null)
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{
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if (gameOver == false)
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@@ -121,11 +153,11 @@ public class GameManager : MonoBehaviour
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}
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else
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{
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return; // Prevents winner from dropping the item if the game is over
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return;
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}
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}
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if (gameMode == GameMode.freeForAll) // Respawns player if they have lives left
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if (gameMode == GameMode.freeForAll)
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{
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player.lives--;
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if (player.lives <= 0 && !gameOver)
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@@ -133,7 +165,7 @@ public class GameManager : MonoBehaviour
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player.gameObject.SetActive(false);
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if (AlivePlayers().Count <= 1)
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{
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GameOver(); // Winner is called when only one player is left
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GameOver();
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}
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}
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else
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@@ -141,17 +173,17 @@ public class GameManager : MonoBehaviour
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RespawnPlayer(player.gameObject);
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}
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}
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if (gameMode == GameMode.keepAway) // Always respawns player regardless of lives
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{
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RespawnPlayer(player.gameObject);
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}
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if (gameMode == GameMode.obstacleCourse)
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if (gameMode == GameMode.keepAway || gameMode == GameMode.obstacleCourse)
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{
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RespawnPlayer(player.gameObject);
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}
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}
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private void RespawnPlayer(GameObject player) // Respawns player at the spawn point and resets health
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/// <summary>
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/// Respawns a player at their designated spawn point.
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/// </summary>
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/// <param name="player">The player GameObject to respawn.</param>
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private void RespawnPlayer(GameObject player)
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{
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RespawnOnTriggerEnter respawnScript = player.GetComponent<RespawnOnTriggerEnter>();
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if (respawnScript != null)
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@@ -162,14 +194,17 @@ public class GameManager : MonoBehaviour
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}
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}
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public void GameOver() // Ends game and displays winner
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/// <summary>
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/// Ends the game and determines the winner based on the game mode.
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/// </summary>
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public void GameOver()
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{
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gameOver = true;
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EndGameEvent?.Invoke();
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LeaderboardCanvas.gameObject.SetActive(false);
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TimerCanvas.gameObject.SetActive(false);
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if (gameMode == GameMode.freeForAll) // Last player alive wins
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if (gameMode == GameMode.freeForAll)
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{
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GameObject winner = AlivePlayers()[0];
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print(winner.name + " is the winner");
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@@ -177,7 +212,7 @@ public class GameManager : MonoBehaviour
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WinScreen.Instance.ShowWinScreen(players.IndexOf(winner) + 1);
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FindFirstObjectByType<LifeDisplayManager>().HideLifeDisplay();
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}
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if (gameMode == GameMode.keepAway) // Player with the most time holding the hat wins
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if (gameMode == GameMode.keepAway)
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{
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GameObject winner = null;
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float maxHoldTime = -1f;
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@@ -201,7 +236,7 @@ public class GameManager : MonoBehaviour
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hatObject.GetComponent<Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;
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}
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}
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if (gameMode == GameMode.obstacleCourse) // Player who reached the end first wins
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if (gameMode == GameMode.obstacleCourse)
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{
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GameObject winner = ObstacleCourse.playerWon;
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@@ -212,17 +247,26 @@ public class GameManager : MonoBehaviour
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}
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}
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/// <summary>
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/// Moves the hat to the winner in keep-away mode.
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/// </summary>
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/// <param name="winner">The winning player GameObject.</param>
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/// <returns>An IEnumerator for coroutine execution.</returns>
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private IEnumerator MoveHatToWinner(GameObject winner)
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{
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while (!winner.GetComponent<UseItem>().IsHoldingItem())
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{
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hatObject.transform.position = winner.transform.position + Vector3.up * 3/2;
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hatObject.transform.position = winner.transform.position + Vector3.up * 3 / 2;
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winner.GetComponent<UseItem>().PickUpItem(hatObject);
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yield return null;
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}
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}
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public List<GameObject> AlivePlayers() // Returns a list of all players that are alive
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/// <summary>
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/// Returns a list of all players that are currently alive.
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/// </summary>
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/// <returns>A list of alive player GameObjects.</returns>
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public List<GameObject> AlivePlayers()
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{
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List<GameObject> alivePlayers = new();
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@@ -234,7 +278,12 @@ public class GameManager : MonoBehaviour
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return alivePlayers;
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}
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public void UpdatePlayerHoldTime(GameObject player, float holdTime) // Updates the player's hold time and leaderboard
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/// <summary>
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/// Updates the player's hold time and updates the leaderboard.
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/// </summary>
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/// <param name="player">The player GameObject.</param>
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/// <param name="holdTime">The hold time to update.</param>
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public void UpdatePlayerHoldTime(GameObject player, float holdTime)
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{
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bool shouldSort = false;
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