Files
Crash-Course/Assets/Scripts/PlayerManager.cs
2025-02-16 16:47:45 -05:00

109 lines
2.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerManager : MonoBehaviour
{
public static PlayerManager Instance;
public List<GameObject> players;
public List<PlayerJoinCard> cards;
[SerializeField] private InputActionAsset playerActions;
public List<Color> playerColors;
public GameObject playerSelect;
private Vector2 spawnPosition;
private void Awake()
{
Init();
}
private void Start()
{
GetComponent<PlayerInputManager>().onPlayerJoined += OnPlayerJoined;
GetComponent<PlayerInputManager>().onPlayerLeft += OnPlayerLeft;
}
private void OnPlayerJoined(PlayerInput playerInput)
{
playerInput.transform.SetParent(transform);
PlayerJoinCard card = PlayerCardCreator.Instance.CreateCard(playerInput);
card.playerNumber = players.Count + 1;
cards.Add(card);
playerInput.transform.position = spawnPosition;
players.Add(playerInput.gameObject);
Colorize(players.Count - 1);
print("Player joined");
}
private void OnPlayerLeft(PlayerInput playerInput)
{
Destroy(playerInput.gameObject);
players.Remove(playerInput.gameObject);
print("Player left");
}
private void Init()
{
if (Instance == null)
{
Instance = this;
}
else
{
print("A PlayerManager already exists.");
Destroy(this.gameObject);
}
spawnPosition = transform.position;
}
public void StartGame()
{
foreach (Camera camera in FindObjectsByType<Camera>(FindObjectsSortMode.None))
{
camera.enabled = !camera.enabled;
}
foreach (GameObject player in players)
{
player.transform.position = spawnPosition;
player.GetComponent<Damageable>().damage = 0f;
}
Destroy(playerSelect);
}
private void Colorize(int index)
{
GameObject player = players[index];
Color color = playerColors[(players.Count - 1) % playerColors.Count];
float tint = Mathf.Floor((players.Count - 1) / playerColors.Count);
color = (color + color + Color.white * tint) / (tint + 2);
ApplyColor(player, color);
ApplyColor(cards[players.IndexOf(player)].playerPreview, color);
}
private void ApplyColor(GameObject obj, Color color)
{
if (obj.TryGetComponent<SpriteRenderer>(out _))
{
obj.GetComponent<SpriteRenderer>().color = color;
}
foreach (Transform child in obj.transform)
{
if (child.TryGetComponent<SpriteRenderer>(out _))
{
ApplyColor(child.gameObject, color);
}
}
}
}