Ejemplo n.º 1
0
    public IEnumerator LevelUpdate()
    {
        while (GameManager.Instance.CurrentState() == StateType.PLAYING || GameManager.Instance.CurrentState() == StateType.GAMEOVER)
        {
            switch (State)
            {
            case LevelState.FIRSTLOAD:
            {
                for (int i = 0; i < GameManager.Instance.blackboard.players; i++)
                {
                    _Inputs.Add(GameManager.Instance.blackboard.GetPlayerDataWithId(i).inputsHandler);
                }
                State = LevelState.SEEDING;
                break;
            }

            case LevelState.SEEDING:
            {
                int levelId = (int)Random.Range(0, _PrefabTerrains.Length);
                if (levelId != _LastLevelId)
                {
                    _LastLevelId = levelId;
                    State        = LevelState.LOADINGDATA;
                }
                break;
            }

            case LevelState.LOADINGDATA:
            {
                Blocks   = new List <BlockController>();
                _Terrain = Instantiate(_PrefabTerrains[_LastLevelId]);

                CurrentData = _Terrain.GetComponent <LevelData>();
                _MatBlock.SetColor("_BaseColor", Color.black);
                _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor);

                if (_Terrain.transform.Find("Blocks"))
                {
                    Blocks.AddRange(_Terrain.transform.Find("Blocks").GetComponentsInChildren <BlockController>());
                    Blocks.Shuffle();
                }

                _Bullets = new GameObject("Bullets");
                GameManager.Instance.blackboard.BulletContainer = _Bullets.transform;

                _Players            = new List <GameObject>();
                _playerInputManager = GetComponent <PlayerInputManager>();
                _PlayerSpawners     = _Terrain.GetComponentsInChildren <PlayerSpawner>();

                State = LevelState.UPDATINGBACKGROUND;
                break;
            }

            case LevelState.UPDATINGBACKGROUND:
            {
                Gradient           meshCurrentGradient = _Background.GetComponent <MeshGenerator>()._lineGradient;
                GradientColorKey[] bgck = CurrentData._BackgroundGradient.colorKeys;
                int nextNumKeys         = bgck.Length;

                GradientColorKey[] gck = new GradientColorKey[nextNumKeys];
                GradientAlphaKey[] gak = meshCurrentGradient.alphaKeys;

                AudioPeer.main.SetMatColor(CurrentData._BarsMainColor, CurrentData._BarsSecondColor);

                for (int i = 0; i < nextNumKeys; i++)
                {
                    gck[i] = new GradientColorKey(meshCurrentGradient.Evaluate(bgck[i].time), bgck[i].time);
                    yield return(null);
                }

                meshCurrentGradient.SetKeys(gck, gak);

                while (gck[0].color != bgck[0].color)
                {
                    for (int i = 0; i < nextNumKeys; i++)
                    {
                        Color mcg = gck[i].color;
                        mcg    = Color.Lerp(mcg, bgck[i].color, Time.deltaTime * 35f);
                        gck[i] = new GradientColorKey(mcg, gck[i].time);
                        yield return(null);
                    }
                    meshCurrentGradient.SetKeys(gck, gak);
                    _Background.GetComponent <MeshGenerator>().SetGradient(meshCurrentGradient);
                    yield return(new WaitForSeconds(secondsBetweenBlock * 0.5f));
                }
                _Background.GetComponent <MeshGenerator>().SetGradient(CurrentData._BackgroundGradient);

                State = LevelState.LOADINGLEVEL;
                break;
            }

            case LevelState.LOADINGLEVEL:
            {
                foreach (BlockController bc in Blocks)
                {
                    bc.Move();
                    yield return(new WaitForSeconds(secondsBetweenBlock));
                }

                while (Blocks[Blocks.Count - 1].HasToMove || Blocks[Blocks.Count - 1].IsOut)
                {
                    yield return(null);
                }

                State = LevelState.LOADINGPLAYERS;
                break;
            }

            case LevelState.LOADINGPLAYERS:
            {
                Color tempColor = Color.black;
                while (tempColor != CurrentData._ScenaryColor)
                {
                    tempColor = Color.Lerp(tempColor, CurrentData._ScenaryColor, Time.deltaTime * 10f);
                    _MatBeat.SetColor("_EmissionColor", tempColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer));
                    yield return(null);
                }

                int startPlayerSpawner = Random.Range(0, _PlayerSpawners.Length - 1);

                GameObject go;
                for (int i = 0; i < GameManager.Instance.blackboard.players; i++)
                {
                    go = Instantiate(_PrefabPlayer);

                    go.transform.position = _PlayerSpawners[startPlayerSpawner].GetPosition();
                    startPlayerSpawner++;
                    if (startPlayerSpawner >= _PlayerSpawners.Length)
                    {
                        startPlayerSpawner = 0;
                    }
                    PlayerController pc = go.GetComponent <PlayerController>();
                    pc.Create(i, _Inputs[i]);
                    _Players.Add(go);

                    yield return(null);
                }

                State = LevelState.PLAYING;
                break;
            }

            case LevelState.PLAYING:
            {
                _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer));

                int dead = 0;
                foreach (GameObject pl in _Players)
                {
                    PlayerController pc = pl.GetComponent <PlayerController>();
                    if (pc.IsDead)
                    {
                        dead++;
                    }

                    if (Reset && !pc.IsDead)
                    {
                        _UI.AddPoint(pc.Idx);
                        break;
                    }
                    yield return(null);
                }

                if (Reset)
                {
                    Reset = false;
                    dead  = 0;
                    State = LevelState.REMOVINGLEVEL;
                }

                if (_Players.Count - 1 <= dead)
                {
                    Reset = true;
                }
                break;
            }

            case LevelState.REMOVINGLEVEL:
            {
                foreach (GameObject go in _Players)
                {
                    go.SetActive(false);
                }

                for (int i = 0; i < Blocks.Count; i++)
                {
                    Blocks[i].Move();
                    yield return(new WaitForSeconds(secondsBetweenBlock));
                }

                while (Blocks[Blocks.Count - 1].transform.position.y > -3f)
                {
                    yield return(null);
                }

                Debug.Log("Level Out");

                State = LevelState.RESETINGLEVEL;
                break;
            }

            case LevelState.RESETINGLEVEL:
            {
                Debug.Log("Destroying Level");
                foreach (GameObject go in _Players)
                {
                    Destroy(go);
                }
                if (_Terrain)
                {
                    Destroy(_Terrain);
                }
                if (_Bullets)
                {
                    Destroy(_Bullets);
                }
                Blocks.Clear();
                State = LevelState.SEEDING;
                break;
            }

            case LevelState.ENDGAME:
            {
                while (GameManager.Instance.TimeScale > SlowmoMinScale)
                {
                    GameManager.Instance.TimeScale -= Time.deltaTime * SlowmoMultiplier;
                    yield return(null);
                }

                GameManager.Instance.TimeScale = SlowmoMinScale;

                Material winnerBg = _UIWinner.transform.Find("Background").GetComponent <UnityEngine.UI.Image>().material;
                float    blurVal  = 0;
                winnerBg.SetFloat("_BlurValue", blurVal);
                _UIWinner.transform.Find("Background").gameObject.SetActive(true);

                while (winnerBg.GetFloat("_BlurValue") < 0.002f)
                {
                    blurVal += Time.deltaTime * 0.025f;
                    winnerBg.SetFloat("_BlurValue", blurVal);
                    yield return(null);
                }

                winnerBg.SetFloat("_BlurValue", 0.002f);
                int    winningPl    = GameManager.Instance.blackboard.WinningPlayer;
                string playerWinner = "PLAYER " + (winningPl + 1) + " WINS";
                if (GameManager.Instance.blackboard.RoundNumber <= 1 || winningPl < 0)
                {
                    playerWinner = "NO ONE WINS";
                }

                _UIWinner.transform.Find("Winner").GetComponent <UnityEngine.UI.Text>().text = playerWinner;
                _UIWinner.transform.Find("Winner").gameObject.SetActive(true);

                yield return(new WaitForSeconds(2.5f * SlowmoMinScale));

                while (!Input.anyKey)
                {
                    yield return(null);
                }

                GameManager.Instance.CurrentState(StateType.MENU);
                break;
            }

            case LevelState.WAITING:
            {
                break;
            }
            }

            yield return(null);
        }
        yield return(null);
    }
Ejemplo n.º 2
0
 public void AddKill()
 {
     _UI.AddPoint(0);
 }