/
GameManager.cs
483 lines (393 loc) · 13.3 KB
/
GameManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public enum PlayerType
{
Player1,
Player2,
Neutral
}
/// <summary>
/// Tracks the current state of a turn.
///
/// ROLLING refers to the player needing to "roll" the dice and getting a result in terms of moves (0, 1, 2, etc. moves).
///
/// SELECTING refers to the player needing to select one of thier Pieces to move.
///
/// MOVING refers to the selected Piece moving and waiting for it to finish the move.
///
/// After these three steps are completed,
/// the game will finish the turn and repeat.
/// </summary>
public enum TurnStates
{
ROLLING,
SELECTING,
MOVING
}
[RequireComponent(typeof(AudioSource))]
public class GameManager : MonoBehaviour
{
AudioSource audioSource;
CameraPerspective camPerspective;
[SerializeField]
LayerMask pieceLayerMask;
const int NUM_TILES = 20;
const int CENTER_TILES = 8;
const float MOVE_WAIT_TIME = 1.5f;
private int player1Points = 0;
private int player2Points = 0;
public GameObject piecePrefab;
public Transform player1StoneStorage;
public Transform player2StoneStorage;
[Header("Tracks")]
[SerializeField]
Track player1Track = null;
[SerializeField]
Track player2Track = null;
Track opponentTrack;
[Space]
public Tile[] centerTiles = new Tile[CENTER_TILES]
{
new Tile(PlayerType.Neutral, 4),
new Tile(PlayerType.Neutral, 5),
new Tile(PlayerType.Neutral, 6),
new Tile(PlayerType.Neutral, 7),
new Tile(PlayerType.Neutral, 8),
new Tile(PlayerType.Neutral, 9),
new Tile(PlayerType.Neutral, 10),
new Tile(PlayerType.Neutral, 11)
};
private PlayerType currentTurn = PlayerType.Player1;
private TurnStates currentTurnState = TurnStates.ROLLING;
// The number of moves in a turn
int roll = 0;
// Flag for if a player landed on a rosette in a turn
bool landedOnRosette = false;
// UI
[Header("UI")]
[SerializeField]
GameObject RollUI;
[SerializeField]
Text rollText;
[SerializeField]
Button rollButton;
[SerializeField]
Button passButton;
[SerializeField]
Text playerTurnText;
// Audio
[Header("Audio")]
[SerializeField]
AudioClip rollSound;
[SerializeField]
AudioClip attackSound;
private void Awake()
{
}
// Use this for initialization
void Start()
{
audioSource = GetComponent<AudioSource>();
camPerspective = FindObjectOfType<CameraPerspective>();
player1Track = new Track(this, PlayerType.Player1);
player2Track = new Track(this, PlayerType.Player2);
UpdateTurnState(TurnStates.ROLLING);
}
// Update is called once per frame
void Update()
{
PieceSelection();
}
private void UpdateTurnState(TurnStates newTurnState)
{
currentTurnState = newTurnState;
switch (currentTurnState)
{
case TurnStates.ROLLING:
rollButton.interactable = true;
rollText.text = string.Empty;
RollUI.SetActive(true);
break;
case TurnStates.SELECTING:
// Now the game should allow the player to select one of their Pieces to move
// by calling PieceSelection from Update()
// Maybe show some UI here
break;
case TurnStates.MOVING:
RollUI.SetActive(false);
StartCoroutine(WaitForMove());
break;
default:
break;
}
}
private void AdvancePiece(Piece piece)
{
bool reselect = false;
switch (currentTurn)
{
case PlayerType.Player1:
player1Track.AdvancePiece(piece, roll, out landedOnRosette, out reselect);
break;
case PlayerType.Player2:
player2Track.AdvancePiece(piece, roll, out landedOnRosette, out reselect);
break;
default:
break;
}
// Rosette UI here
//if (landedOnRosette)
// Debug.Log("You landed on a rosette!");
if (reselect)
UpdateTurnState(TurnStates.SELECTING);
else
UpdateTurnState(TurnStates.MOVING);
}
#region Helper Functions
/// <summary>
/// Equivalent to rolling 4 tetrahedrons with two corners
/// marked white (indicating an increase in total moves)
/// and two non-white corners (no increase in total moves)
/// </summary>
/// <returns>
/// totalMoves : int
/// </returns>
private int RollDice()
{
int totalMoves = 0;
for (int i = 0; i < 4; i++)
if (Random.Range(1, 5) % 2 == 0)
totalMoves++;
return totalMoves;
}
public void GetRoll()
{
rollButton.interactable = false;
StartCoroutine(RollAnimation());
}
private IEnumerator RollAnimation()
{
float factor = 0;
float delay = DiceAlgorithm(factor);
int previousNumber = 0;
roll = RollDice();
while (factor < 0.8f)
{
while (roll == previousNumber)
roll = RollDice();
previousNumber = roll;
rollText.text = roll.ToString();
audioSource.PlayOneShot(rollSound);
factor += Time.deltaTime * 5f;
delay = DiceAlgorithm(factor);
yield return new WaitForSeconds(delay);
}
// TODO: Make UI?
// FOR TESTING
//if (currentTurn == PlayerType.Player1)
// roll = 5;
//else
// roll = 5;
// END TESTING
if (roll != 0)
{
// Update currentTurnState to SELECTING
UpdateTurnState(TurnStates.SELECTING);
}
else
{
// Finish this player's turn and start other player's turn
landedOnRosette = false;
NextTurn();
}
}
private void PieceSelection()
{
if (currentTurnState == TurnStates.SELECTING)
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// Hovering over a Piece
if (Physics.Raycast(ray, out hit, 25, pieceLayerMask))
{
Piece hitPiece = hit.transform.parent.parent.GetComponent<Piece>();
// If we hit a Piece AND
// if this Piece has the correct owner
if (hitPiece && hitPiece.GetOwner() == currentTurn)
{
// Highlight/reveal this Piece's destination Tile
PreviewDestinationTile(hitPiece);
// Clicking on a Piece
if (Input.GetMouseButtonDown(0))
{
// If we hit a Piece AND
// if this Piece has the correct owner
if (hitPiece && hitPiece.GetOwner() == currentTurn)
{
AdvancePiece(hitPiece);
}
}
}
}
}
}
void PreviewDestinationTile(Piece piece)
{
// Retreive the anticipated Tile and give it some effect (highlight/glow)
// to signify that this would be the destination of this Piece
switch (currentTurn)
{
case PlayerType.Player1:
TilePreviewData player1tilePreviewData = player1Track.GetPreviewTile(piece, roll);
switch (player1tilePreviewData.status)
{
case TilePreviewData.PreviewTileStatus.TILE_EXISTS:
player1tilePreviewData.tile.Reveal();
break;
case TilePreviewData.PreviewTileStatus.SCORING_TILE:
print("Reveal " + currentTurn + " \"scoring\" tile");
break;
case TilePreviewData.PreviewTileStatus.NO_TILE:
print("No tile to reveal.");
break;
default:
break;
}
break;
case PlayerType.Player2:
TilePreviewData player2tilePreviewData = player2Track.GetPreviewTile(piece, roll);
switch (player2tilePreviewData.status)
{
case TilePreviewData.PreviewTileStatus.TILE_EXISTS:
player2tilePreviewData.tile.Reveal();
break;
case TilePreviewData.PreviewTileStatus.SCORING_TILE:
print("Reveal " + currentTurn + " \"scoring\" tile");
break;
case TilePreviewData.PreviewTileStatus.NO_TILE:
print("No tile to reveal.");
break;
default:
break;
}
break;
default:
break;
}
}
IEnumerator WaitForMove()
{
yield return new WaitForSeconds(MOVE_WAIT_TIME);
NextTurn();
}
public void SetOpponentTrack(Track opponentTrack)
{
this.opponentTrack = opponentTrack;
}
public void MoveQueue(Piece piece, Queue<Tile> tileQueue, int occupantId, bool scored)
{
StartCoroutine(MoveQueueCoroutine(piece, tileQueue.ToArray(), occupantId, scored));
}
private IEnumerator MoveQueueCoroutine(Piece piece, Tile[] tiles, int occupantId, bool scored)
{
float travelTime = 1f;
foreach (Tile t in tiles)
{
piece.MoveTo(t);
Tile targetTile = tiles[tiles.Length-1];
// If we are going to be overtaking a Tile
if (opponentTrack != null)
{
// If we are at the Tile before the occupied Tile
if ((tiles.Length == 1) || t == tiles[tiles.Length-1])
{
piece.FaceTile(targetTile);
piece.Attack();
// Player attack sound
audioSource.PlayOneShot(attackSound);
opponentTrack.BumpPiece(occupantId);
opponentTrack = null;
yield return new WaitForSeconds(3.5f);
piece.MoveTo(t);
}
}
travelTime = Vector3.Distance(piece.transform.position, t.GetObjectPosition()) * 0.3f;
yield return new WaitForSeconds(travelTime);
}
//if(scored)
//{
// // Set landedOnRosette to false because the last Tile on the board
// // is a rosette and gets recorded. In turn, this allows the scoring player
// // to roll again, which isn't allowed.
// landedOnRosette = false;
// NextTurn();
//}
}
private void NextTurn()
{
if(!landedOnRosette)
{
currentTurn = (currentTurn == PlayerType.Player1) ? PlayerType.Player2 : PlayerType.Player1;
UpdatePlayerTurnText();
StartCoroutine(DisablePassButton());
camPerspective.SwitchPerspective();
}
UpdateTurnState(TurnStates.ROLLING);
}
public void Pass()
{
currentTurn = (currentTurn == PlayerType.Player1) ? PlayerType.Player2 : PlayerType.Player1;
UpdatePlayerTurnText();
camPerspective.SwitchPerspective();
StartCoroutine(DisablePassButton());
UpdateTurnState(TurnStates.ROLLING);
}
IEnumerator DisablePassButton()
{
passButton.interactable = false;
yield return new WaitForSeconds(1.5f);
passButton.interactable = true;
}
private void UpdatePlayerTurnText()
{
playerTurnText.text = (currentTurn == PlayerType.Player1) ? "Player One" : "Player Two";
}
float DiceAlgorithm(float factor)
{
return (-(1 / (factor - 1f)) * 0.05f + 0.025f) / 1.25f;
}
public GameObject CreatePiece(Vector3 position, Quaternion identity)
{
return Instantiate(piecePrefab, position, identity);
}
public void ScorePoint(PlayerType owner)
{
switch (owner)
{
case PlayerType.Player1:
player1Points++;
if (player1Points >= 7)
{
print("Player 1 Wins!");
}
break;
case PlayerType.Player2:
player2Points++;
if (player2Points >= 7)
{
print("Player 2 Wins!");
}
break;
default:
break;
}
// Scoring UI
}
public Track GetOpponentTrack(PlayerType owner)
{
return (owner == PlayerType.Player1) ? player2Track : player1Track;
}
#endregion
}