259 lines
8.6 KiB
C#
259 lines
8.6 KiB
C#
using System.Collections;
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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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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance { get; private set; }
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public float time = 180f;
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public delegate void GameEvent();
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public event GameEvent StartGameEvent;
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public event GameEvent EndGameEvent;
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public static List<GameObject> players = new List<GameObject>();
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public static List<Color> playerColors = new List<Color>();
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public float offset = 1f;
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public static bool music = true;
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public bool gameOver = false;
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public GameTimer gameTimer;
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public static Dictionary<GameObject, float> playerHoldTimes = new Dictionary<GameObject, float>();
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public static GameMode gameMode = GameMode.freeForAll; // loads a default gamemode as a safety net
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public static string map = "Platformer With Headroom"; // loads a default map as a safety net
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public Vector2 spawnPosition;
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public List<Vector2> hatSpawnPositions = new List<Vector2>();
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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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public enum GameMode
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{
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freeForAll,
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keepAway,
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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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{
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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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Destroy(gameObject);
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}
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}
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private void Start() // Starts the game and music
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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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{
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if (gameOver) return;
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if (gameMode == GameMode.keepAway)
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{
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foreach (var player in players)
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{
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float holdTime = GetPlayerHoldTime(player);
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UpdatePlayerHoldTime(player, holdTime);
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}
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}
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}
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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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if (useItem != null)
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{
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return useItem.holdTime;
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}
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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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{
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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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{
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foreach (GameObject player in players)
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{
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player.transform.position = spawnPosition + (offset * players.IndexOf(player) * Vector2.right);
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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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{
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gameTimer.startTime = time;
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gameTimer.StartTimer();
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foreach (GameObject player in players)
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{
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player.transform.position = spawnPosition + (offset * players.IndexOf(player) * Vector2.right);
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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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{
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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>().lives = 0;
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}
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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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{
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UseItem useItem = player.GetComponent<UseItem>(); // Drop the item the player is holding
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if (useItem != null)
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{
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if (gameOver == false)
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{
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useItem.DropItem();
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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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}
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}
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if (gameMode == GameMode.freeForAll) // Respawns player if they have lives left
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{
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player.lives--;
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if (player.lives <= 0 && !gameOver)
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{
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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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}
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}
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else
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{
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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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{
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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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{
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RespawnOnTriggerEnter respawnScript = player.GetComponent<RespawnOnTriggerEnter>();
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if (respawnScript != null)
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{
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player.transform.position = respawnScript.spawnPoint;
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player.GetComponent<Damageable>().ResetDamage();
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player.GetComponent<Damageable>().Respawn();
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}
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}
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public void GameOver() // Ends game and displays winner
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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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{
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GameObject winner = AlivePlayers()[0];
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print(winner.name + " is the winner");
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FindFirstObjectByType<PlayerCameraMovement>().WinScene(winner);
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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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{
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GameObject winner = null;
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float maxHoldTime = -1f;
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foreach (var player in GameManager.playerHoldTimes)
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{
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if (player.Value > maxHoldTime)
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{
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maxHoldTime = player.Value;
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winner = player.Key;
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}
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}
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if (winner != null)
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{
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print(winner.name + " is the winner with " + maxHoldTime + " seconds!");
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FindFirstObjectByType<PlayerCameraMovement>().WinScene(winner);
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WinScreen.Instance.ShowWinScreen(players.IndexOf(winner) + 1);
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FindFirstObjectByType<LifeDisplayManager>().HideLifeDisplay();
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StartCoroutine(MoveHatToWinner(winner));
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hatObject.SetActive(true);
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hatObject.GetComponent<Collider2D>().enabled = true;
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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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{
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GameObject winner = ObstacleCourse.playerWon;
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print(winner.name + " is the winner!");
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FindFirstObjectByType<PlayerCameraMovement>().WinScene(winner);
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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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}
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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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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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{
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List<GameObject> alivePlayers = new();
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foreach (GameObject player in players)
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{
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if (player.activeInHierarchy) alivePlayers.Add(player);
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}
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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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{
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bool shouldSort = false;
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if (playerHoldTimes.ContainsKey(player))
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{
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if (holdTime > playerHoldTimes[player])
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{
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shouldSort = true;
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}
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playerHoldTimes[player] = holdTime;
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}
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else
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{
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playerHoldTimes.Add(player, holdTime);
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shouldSort = true;
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}
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LeaderboardManager.Instance.UpdatePlayerHoldTimeText(player, holdTime);
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if (shouldSort)
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{
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LeaderboardManager.Instance.UpdateLeaderboard();
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}
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}
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}
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