Script reorganization and UseItem created

This commit is contained in:
djkellerman
2025-02-28 13:49:02 -05:00
parent b21efcd1eb
commit f1d9006c94
11 changed files with 138 additions and 137 deletions

View File

@@ -3,22 +3,7 @@ using UnityEngine;
public class GameManager : MonoBehaviour
{
public void StartGame()
{
if (gameMode == GameMode.freeForAll)
{
StartFreeForAll();
}
if (gameMode == GameMode.keepAway)
{
StartKeepAway();
}
if (gameMode == GameMode.obstacleCourse)
{
StartObstacleCourse();
}
}
public static GameManager Instance { get; private set; }
public enum GameMode
{
freeForAll,
@@ -27,33 +12,63 @@ public class GameManager : MonoBehaviour
}
public static GameMode gameMode = GameMode.freeForAll;
public static string map = "Platformer With Headroom"; //is called for in playermanager but should probably be removed.
public static string map = "Platformer With Headroom";
public static List<GameObject> players = new List<GameObject>();
public Vector2 spawnPosition;
private void StartFreeForAll()
private Dictionary<GameObject, int> playerLives = new Dictionary<GameObject, int>();
public int maxLives = 3;
private void Start()
{
StartGame();
}
public void StartGame()
{
foreach (GameObject player in players)
{
if (gameMode == GameMode.freeForAll)
{
playerLives[player] = maxLives;
}
else
{
playerLives[player] = 1;
}
player.transform.position = spawnPosition;
}
}
private void StartKeepAway()
public void PlayerDied(GameObject player)
{
foreach (GameObject player in players)
if (gameMode == GameMode.freeForAll)
{
player.transform.position = spawnPosition;
playerLives[player]--;
if (playerLives[player] <= 0)
{
GameOver(player);
}
else
{
RespawnPlayer(player);
}
}
}
private void StartObstacleCourse()
private void RespawnPlayer(GameObject player)
{
foreach (GameObject player in players)
RespawnOnTriggerEnter respawnScript = player.GetComponent<RespawnOnTriggerEnter>();
if (respawnScript != null)
{
player.transform.position = spawnPosition;
player.transform.position = respawnScript.spawnPoint;
player.GetComponent<Damageable>().ResetDamage();
}
}
private void GameOver(GameObject player)
{
// Disable player controls and show game over screen
player.SetActive(false);
}
}