200 lines
6.5 KiB
C#
200 lines
6.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Game;
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using Music;
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using Player;
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using UnityEngine.InputSystem;
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namespace Player
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{
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/// <summary>
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/// This class manages player-related functionality, such as joining, leaving, and assigning colors.
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/// It also handles starting the game once players have joined.
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/// </summary>
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public class PlayerManager : MonoBehaviour
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{
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/// <summary>
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/// The singleton instance of the <see cref="PlayerManager"/> class.
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/// </summary>
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public static PlayerManager Instance;
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/// <summary>
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/// A list of player join cards, which represent players in the UI.
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/// </summary>
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public List<PlayerJoinCard> cards;
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/// <summary>
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/// The input actions used by players.
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/// </summary>
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[SerializeField] private InputActionAsset playerActions;
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/// <summary>
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/// A list of colors assigned to players for identification.
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/// </summary>
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public List<Color> playerColors;
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/// <summary>
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/// The UI element used for player selection.
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/// </summary>
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public GameObject playerSelect;
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/// <summary>
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/// Indicates whether the game has started.
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/// </summary>
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private bool gameStarted = false;
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/// <summary>
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/// Initializes the singleton instance of the <see cref="PlayerManager"/>.
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/// </summary>
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private void Awake()
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{
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Init();
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}
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/// <summary>
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/// Subscribes to player join and leave events.
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/// </summary>
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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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/// <summary>
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/// Handles logic for when a player joins the game.
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/// </summary>
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/// <param name="playerInput">The <see cref="PlayerInput"/> of the player who joined.</param>
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private void OnPlayerJoined(PlayerInput playerInput)
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{
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// Prevent players from joining after the game has started
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if (gameStarted)
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{
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Destroy(playerInput.gameObject);
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return;
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}
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print("Player joined");
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// Ensure the player object persists across scenes
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DontDestroyOnLoad(playerInput.gameObject);
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// Create a player join card for the new player
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if (PlayerCardCreator.Instance == null)
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{
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return;
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}
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PlayerJoinCard card = PlayerCardCreator.Instance.CreateCard();
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if (card == null)
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{
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return;
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}
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// Assign a player number and add the card to the list
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card.playerNumber = GameManager.players.Count + 1;
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cards.Add(card);
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// Initialize the player list in the GameManager if it doesn't exist
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if (GameManager.players == null)
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{
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GameManager.players = new List<GameObject>();
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}
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playerInput.gameObject.name = card.playerNumber.ToString();
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// Add the player to the GameManager's player list and assign a color
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GameManager.players.Add(playerInput.gameObject);
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Colorize(GameManager.players.Count - 1);
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}
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/// <summary>
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/// Handles logic for when a player leaves the game.
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/// </summary>
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/// <param name="playerInput">The <see cref="PlayerInput"/> of the player who left.</param>
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private void OnPlayerLeft(PlayerInput playerInput)
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{
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// Remove the player from the game and destroy their object
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Destroy(playerInput.gameObject);
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GameManager.players.Remove(playerInput.gameObject);
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print("Player left");
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}
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/// <summary>
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/// Initializes the singleton instance of the <see cref="PlayerManager"/>.
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/// </summary>
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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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Destroy(this.gameObject);
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}
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}
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/// <summary>
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/// Starts the game if at least one player has joined.
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/// </summary>
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public void StartGame()
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{
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// Prevent starting the game if no players have joined
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if (GameManager.players.Count == 0)
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{
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return;
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}
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gameStarted = true;
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// Load the selected map
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HubManager.Instance.LoadScene(GameManager.map);
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}
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/// <summary>
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/// Assigns a unique color to a player and their associated UI elements.
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/// </summary>
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/// <param name="index">The index of the player in the player list.</param>
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private void Colorize(int index)
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{
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// Get the player object and assign a base color
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GameObject player = GameManager.players[index];
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Color color = playerColors[(GameManager.players.Count - 1) % playerColors.Count];
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// Adjust the color tint based on the number of players
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float tint = Mathf.Floor((GameManager.players.Count - 1) / playerColors.Count);
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color = (color + color + Color.white * tint) / (tint + 2);
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// Add the color to the GameManager's player color list
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GameManager.playerColors.Add(color);
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// Apply the color to the player and their UI preview
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ApplyColor(player, color);
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ApplyColor(cards[GameManager.players.IndexOf(player)].playerPreview, color);
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}
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/// <summary>
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/// Applies a color to a GameObject and its children.
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/// </summary>
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/// <param name="obj">The GameObject to colorize.</param>
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/// <param name="color">The color to apply.</param>
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private void ApplyColor(GameObject obj, Color color)
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{
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// Apply the color to the object's SpriteRenderer, if it has one
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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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// Recursively apply the color to all child objects
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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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}
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