using UnityEngine; using System.Collections.Generic; using System.Linq; using System.Collections; using InputHandler; public class LevelManager : MonoBehaviour { public float xScale = 1f; public float yScale = 0.8f; public float dimension = 0.6f; public GameObject hexagon; public Color[] PlayerColors; private float ratio = Mathf.Sqrt(1 - 0.5f * 0.5f); private GameState state; private List runes = new List(); private SelectorWithBolts Selector; private GameObject PhysicsContainer; // Use this for initialization void Start() { state = GameState.Instance; state.currentLevel = this; int numColumns = state.numColumns; int numRows = state.numRows; int[] runeNums = new int[numColumns * numRows]; for (int i = 0; i < numRows * numColumns; i++) { runeNums[i] = i % 26; } System.Random rnd = new System.Random(); var randomNums = runeNums.OrderBy(r => rnd.Next()) .ToArray(); GameObject hex; RuneBehaviour rune; int index = 0; float xOffset = numColumns * 1.5f * dimension / 2f; float yOffset = numRows * 1f * ratio * dimension / 2f; for (int row = 0; row < numRows; row++) { for (int col = 0; col < numColumns; col++) { hex = GameObject.Instantiate(hexagon) as GameObject; hex.transform.parent = transform; hex.transform.localScale = new Vector3(xScale, yScale, 1f); hex.transform.localPosition = new Vector3( (3f * dimension * col + 1.5f * dimension * (row % 2)) * xScale - xOffset, (row * ratio * dimension) * yScale - yOffset, 0f); hex.transform.localRotation = Quaternion.identity; rune = hex.GetComponent(); rune.SetSymbol(randomNums[index++]); runes.Add(rune); } } int numLetters = state.wordLength; foreach (Player player in state.players) { player.SetWord(WordGen.GetWord(numLetters)); } Selector = GameObject.FindObjectOfType(); PhysicsContainer = GameObject.Find("PhysicsContainer"); } public void PressTile(int letterNum, RuneBehaviour tile) { foreach (Player player in state.players) { if (player.hasNextLetter(letterNum)) { tile.symbol.color = PlayerColors[player.num - 1]; StartCoroutine(MoveSelectorToTile(tile)); //Do something if (player.hasWon()) { Debug.Log("Player won!"); //Yeah maybe don't quit at this point... Application.Quit(); } } } } private IEnumerator MoveSelectorToTile(RuneBehaviour tile) { for (int i = 0; i < 3; i++) { InputManager.Instance.PushActiveContext("CinematicEvent", i); } // We dontt want the color to lerp back to white while we are moving to the rune tile.GetComponent().enabled = false; tile.GetComponent().enabled = false; tile.GetComponent().sortingOrder = 100; tile.symbol.sortingOrder = 101; EnableKinematics(true); Transform trans = PhysicsContainer.GetComponent(); Vector3 startPos = trans.position; Vector3 endPos = startPos + tile.GetComponent().position - Selector.GetComponent().position; ; endPos.y = startPos.y; float ratio = 0f; while (ratio < 1f) { ratio += Time.deltaTime / 0.25f; trans.position = Vector3.Lerp(startPos, endPos, ratio); yield return null; } StartCoroutine(LiftTileInTheAir(tile)); } private IEnumerator LiftTileInTheAir(RuneBehaviour tile) { float ratio = 0f; Transform trans = tile.GetComponent(); Transform cameraTrans = Camera.main.GetComponent(); Vector3 startPos = trans.position; Quaternion startRot = trans.rotation; while (ratio < 1f) { // The camera might move, so we recalculate the end position every frame Vector3 endPos = cameraTrans.position + cameraTrans.forward * 10f;//trans.position + new Vector3(0f, 5f, 0f); Quaternion endRot = Quaternion.LookRotation(cameraTrans.forward); ratio += Time.deltaTime / 2f; trans.position = Vector3.Lerp(startPos, endPos, ratio); trans.rotation = Quaternion.Slerp(startRot, endRot, ratio); yield return null; } yield return new WaitForSeconds(0.5f); StartCoroutine(SendTileToUI(tile)); } private IEnumerator SendTileToUI(RuneBehaviour tile) { Transform trans = tile.GetComponent(); Vector3 startPos = trans.position; Vector3 startScale = trans.localScale; Vector3 endScale = Vector3.one * 0.03f; float ratio = 0f; while (ratio < 1f) { ratio += Time.deltaTime / 0.5f; Vector3 endPos = Camera.main.ViewportToWorldPoint(new Vector3(0.9f, 0.9f, Camera.main.nearClipPlane + 0.1f)); trans.position = Vector3.Lerp(startPos, endPos, ratio); trans.localScale = Vector3.Lerp(startScale, endScale, ratio); yield return null; } // At the end of it all, we re-enabled the controls for (int i = 0; i < 3; i++) { InputManager.Instance.PushActiveContext("Normal", i); } EnableKinematics(false); Destroy(tile.gameObject); } private void EnableKinematics(bool state) { Rigidbody[] rbs = PhysicsContainer.GetComponentsInChildren(); foreach (Rigidbody rb in rbs) { rb.isKinematic = state; } } }