109 lines
2.8 KiB
C#
109 lines
2.8 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerManager : MonoBehaviour
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{
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public static PlayerManager Instance;
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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;
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private void Awake()
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{
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Init();
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}
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private void Start()
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{
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GetComponent<PlayerInputManager>().onPlayerJoined += OnPlayerJoined;
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GetComponent<PlayerInputManager>().onPlayerLeft += OnPlayerLeft;
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}
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private void OnPlayerJoined(PlayerInput playerInput)
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{
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playerInput.transform.SetParent(transform);
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PlayerJoinCard card = PlayerCardCreator.Instance.CreateCard(playerInput);
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card.playerNumber = players.Count + 1;
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cards.Add(card);
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playerInput.transform.position = spawnPosition;
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players.Add(playerInput.gameObject);
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Colorize(players.Count - 1);
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print("Player joined");
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}
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private void OnPlayerLeft(PlayerInput playerInput)
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{
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Destroy(playerInput.gameObject);
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players.Remove(playerInput.gameObject);
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print("Player left");
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}
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private void Init()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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print("A PlayerManager already exists.");
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Destroy(this.gameObject);
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}
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spawnPosition = transform.position;
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}
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public void StartGame()
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{
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foreach (Camera camera in FindObjectsByType<Camera>(FindObjectsSortMode.None))
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{
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camera.enabled = !camera.enabled;
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}
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foreach (GameObject player in players)
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{
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player.transform.position = spawnPosition;
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player.GetComponent<Damageable>().damage = 0f;
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}
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Destroy(playerSelect);
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}
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private void Colorize(int index)
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{
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GameObject player = players[index];
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Color color = playerColors[(players.Count - 1) % playerColors.Count];
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float tint = Mathf.Floor((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[players.IndexOf(player)].playerPreview, color);
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}
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private void ApplyColor(GameObject obj, Color color)
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{
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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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{
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if (child.TryGetComponent<SpriteRenderer>(out _))
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{
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ApplyColor(child.gameObject, color);
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}
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}
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}
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}
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